Category Archives: blender

Particles in BGE Update: GLSL, more options

So I’ve been making some headway with my OpenCL Particle Systems in the Blender Game Engine. I now have the option to render the particles with GLSL (Hi moguri, I’m going to need more help!), and I have improved my … Continue reading

Posted in blender, code, opencl | 15 Comments

20 million particles in OpenCL on the GTX480

I’m trying to push the limits of interactive scientific visualization, so I gotta start somewhere! Ok, so 20 million particles running at ~40fps is not a bad start, but this is also using the simplest rendering possible (GL_POINTS of size … Continue reading

Posted in blender, code, opencl | 5 Comments

Blender Game Engine: Particles in the Mix

I think I can show you better than I can tell you check out the code This is the first major milestone in my journey! I’ve got a lot of work to do before this is in any usable condition … Continue reading

Posted in blender, code, opencl | 7 Comments

Simple Particles with OpenCL and OpenGL

And so I reach another milestone in my journey to put OpenCL Particles in Blender! I’ve written my own (very) simple particle system from scratch in C++ using OpenGL and OpenCL, taking advantage of VBO interoperability. OpenCL and OpenGL interop … Continue reading

Posted in blender, code, opencl | 9 Comments

Blender: Creating a Custom Modifier

On my quest to create an OpenCL enabled Particle System I realized that I need a way for the Blender Game Engine to know when to render an object as a particles as opposed to a regular mesh. A straight … Continue reading

Posted in blender | Leave a comment

Blender and OpenCL: The Journey Begins

And so I embark upon an epic journey, just like that I leave my normal life behind and dive into the depths of Blender’s source code armed only with courage inspired by the powers and promises of OpenCL. The treasure … Continue reading

Posted in blender, opencl | 14 Comments

Compiling Blender 2.5

This summer I will be working on improving Blender with OpenCL, specifically integrating and improving particles inside the Game Engine. The first step of course is getting the source code and compiling it. I’m building on two systems, my MacBook … Continue reading

Posted in blender, code | Leave a comment