Particle Simulation using OpenGL that utilizes the Vertex & Compute Shader for motion calculation. The simulation is based on the set of defined features that particles abide by and is calculated within the Vertex Shader.
Particles are spawned with random lifetime and position within the defined area. The particles are spawned with a random velocity and color.
Particles are attracted to a single attractor point. The attractor point can be moved around the screen.
Particles are attracted to multiple attractor points. The attractor points can be moved around the screen.
Particles are attracted to each other based on their distance. The particles are attracted to each other based on the inverse square law.
Particles are attracted to the surface of the mesh. The particles are attracted to a random point on the surface of the mesh.