How did you access adjacent particles inside of your compute shader? Are you passing a texture and doing a coord lookup by color or are you passing a buffer of all particles and accessing that by xy? if so, how do you structure that to be able to get, say, the particle right below the current particle?
Nope, I actually now think it's not possible, since it would sacrifice all the performance gain. But maybe there is a solution hidden in the depths of special hlsl functions :)
where and what race condition are you facing?
How did you access adjacent particles inside of your compute shader? Are you passing a texture and doing a coord lookup by color or are you passing a buffer of all particles and accessing that by xy? if so, how do you structure that to be able to get, say, the particle right below the current particle?
Hey there, did you solve the race conditions? I'm struggling here...
Nope, I actually now think it's not possible, since it would sacrifice all the performance gain. But maybe there is a solution hidden in the depths of special hlsl functions :)