CUDA 4.1 Particle Update
Posted
by
N0xus
on Game Development
See other posts from Game Development
or by N0xus
Published on 2012-03-24T22:04:27Z
Indexed on
2012/03/24
23:39 UTC
Read the original article
Hit count: 225
directx
I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall:
m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f);
In my .cu class I've created a struct which I copied from my particle class and is as follows:
struct ParticleType
{
float positionX, positionY, positionZ;
float red, green, blue;
float velocity;
bool active;
};
Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. :
__global__ void UpdateParticle(float* position, float* velocity, float frameTime)
{
}
This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should.
I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should?
If I am doing this completely wrong in general, the please inform me as well.
© Game Development or respective owner