This project was to get a particle system on the GPU using Vulkan with real time dynamic lighting. The particles move about and form different shapes using a signed distance function. This was used to get the closest triangle on the model and then barycentric coordinates were used to get a random point on the triangle. The particle system was passed as vertex inputs into the vertex shader but n used a storage buffer for the compute and fragment shader.
Dynamic lighting was implemented with the use of PBR. A roughness and metallic value was passed in and the colour value of the particles were used to illuminate the plane.
This game was made for educational purposes, for me show my improvement as a games developer and so this was not made for any commercial purposes.
Date: May 1, 2020
Author: Lewis Bond
Categories: project
Tagged: Vulkan, CTP, UWEGames, C++, University
Client:
Website: https://github.com/lbondi7