Adding OpenCL accelerated Particles to the Blender Game Engine

This project is part of my Master’s Thesis at the Florida State University Department of Scientific Computing
I post blog updates about my progress.
I maintain a code repository on github for my OpenCL Particle System
as well as a fork of Blender which loads my library.

Teacher’s Assistant for the Game Design course at Florida State University

We maintain a blog with homework assignments and student content. We teach Blender in the course because it is a comprehensive modeling and game engine package, Open Source with a large community and works on all three major platforms.

6 thoughts on “Blender

  1. Aaron Newton

    Very cool.

    I’ve been interested in SPH type fluids for a while and this blew my mind. I took a look at your GitHub and I couldn’t quite figure it out. Would I need to add this as a plugin, or am I actually modifying the Blender source and recompiling?

  2. enj Post author

    @aaron glad to hear you like it :)
    Right now the code is embarrassingly undocumented, but we are working on it! So I have two repositories, one for the particle library, and then my modifications to the Blender source that enable it in the game engine:
    You can build and run the particles standalone, just to see them in action. Then you can build the BGERTPS using EnjaParticles (check the README) to see them in the game engine

  3. Pingback: [RTPS] Master’s Thesis Defense Presentation | enj

  4. zeigerpuppy

    Nice work, enjoyed playing with the standalone,
    built well on OS X 10.6.3,
    Quad-Core Intel Nehalem 2.43 GHz, 6GB RAM
    GeForce GTX 285 1024 MB

    curious, how do I see fps?
    I’m guessing about 90 at the start slowing to maybe 20 with 131072 particles

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