Is 80000 particles the limit? With Flash you could render +300000 particles years ago: http://www.unitzeroone.com/labs/alchemyPushingPixels/
WebGL: 80,000 particles
11–20 of 85 posts
Re: WebGL: 80,000 particles
#12Using Google Chrome 19.something on Ubuntu, with open source radeon driver.
Re: WebGL: 80,000 particles
#13Re: WebGL: 80,000 particles
#14It's not nearly as efficient as this demo, but it's at least a game. There are at least a dozen areas I could fix up to prevent the GC from going nuts if I was so inclined, but it works fine for most people.
Re: WebGL: 80,000 particles
#15I get a dialog box : "There's no WebGL context available.". :\ Using Google Chrome 19.something on Ubuntu, with open source radeon driver.
Same error.
Re: WebGL: 80,000 particles
#16Re: WebGL: 80,000 particles
#17I used particles pretty heavily in my (inneficient) WebGL game Up and Above: http://littlesquareblock.com/upandabove It's not nearly as efficient as this demo, but it's at least a game. There are at least a dozen areas I could fix up to prevent the GC from going nuts if I was so inclined, but it works fine for most people.
Re: WebGL: 80,000 particles
#18I used particles pretty heavily in my (inneficient) WebGL game Up and Above: http://littlesquareblock.com/upandabove It's not nearly as efficient as this demo, but it's at least a game. There are at least a dozen areas I could fix up to prevent the GC from going nuts if I was so inclined, but it works fine for most people.
Pretty neat game. WebGL is still a little clunky on Linux but I was still getting a playable framerate (but just barely).
Re: WebGL: 80,000 particles
#19Re: WebGL: 80,000 particles
#20Is 80000 particles the limit? With Flash you could render +300000 particles years ago: http://www.unitzeroone.com/labs/alchemyPushingPixels/