Goal
Fully GPU-driven particle system — emit, simulate, and render particles entirely on the GPU via compute shaders and indirect draw. No CPU per-particle work.
Checklist
Compute Passes
Rendering
Emitter System
Editor
Verification
Dependencies
- Phase 12 (compute + indirect draw infrastructure)
- Phase 18 (Forward+ for lit particles, optional)
Goal
Fully GPU-driven particle system — emit, simulate, and render particles entirely on the GPU via compute shaders and indirect draw. No CPU per-particle work.
Checklist
Compute Passes
Rendering
vkCmdDrawIndirectwith GPU-computed draw count (from compact pass)Emitter System
Component::ParticleEmitter— shape (point/sphere/cone/box), rate, lifetime, speed range, color gradient, size over lifeEditor
Verification
Dependencies