DirectX - Particle Engine
As part of my third year personal project I developed and optimise a particle system using DirectX and Geometry Shaders.
The primary objective for this project was to teach myself DirectX11 and some of the interesting features that this includes. I decided to push the limits of the system to see just how many particles I could generate on a mid-range graphics card. In the end I achieved over 1.28 million particles at 30 fps and 450,000 cubes on a GTX 460.