Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Rewrite !physics computation code as an OpenGL compute shader? #29

Open
jonathanhogg opened this issue Jan 22, 2024 · 0 comments
Open
Labels
🚀 enhancement New feature or request 💡 idea A hair-brained concept 🎨 render Anything to do with rendering (windows, physics, etc.)

Comments

@jonathanhogg
Copy link
Owner

This would require OpenGL 4.3, but would obviously allow for significant performance gains. One could, perhaps, retain the CPU implementation and only attempt use of a compute shader if ARB_compute_shader is present.

More on compute shaders here:

https://www.khronos.org/opengl/wiki/Compute_Shader

and a moderngl example here:

https://github.com/moderngl/moderngl/blob/main/examples/compute_shader_ssbo.py

@jonathanhogg jonathanhogg added 🚀 enhancement New feature or request 🎨 render Anything to do with rendering (windows, physics, etc.) 💡 idea A hair-brained concept labels Jan 22, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
🚀 enhancement New feature or request 💡 idea A hair-brained concept 🎨 render Anything to do with rendering (windows, physics, etc.)
Projects
None yet
Development

No branches or pull requests

1 participant