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Particle simulation on GPU using compute shaders in Unity

Used this article but simplified it to 2D circles, skipped torque calculations and used compute shaders instead of vertex + fragment + depth test

No optimizations done, stats in editor on my laptop RTX 3060:

  • 250k particles - 250+ FPS
  • 1M particles - 60+ FPS

Has unstable behavior on bounds collision

ParticleSim_Compressed.mp4

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Particle simulation on GPU using compute shaders

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