Fireworks particle system set to music with Direct3D 11

In January, I made a particle system to display a realistic fireworks show, in order to learn DirectX 11 and geometry shaders.

The program was written from scratch in C++ and DirectX 11.

Particles are implemented as camera-facing textured quads with transparency generated by the geometry shader. Gravity and atmospheric drag are simulated for each particle on the CPU. Particle states are stored in a set of ring buffers (implemented as C++ vectors where the index wraps around).

I followed a data-oriented programming paradigm for performance. My PC can run up to 1.2 million particles at 60fps, dropping to 26fps during the peak load of 2.8 million particles.

The debugging display in the top left corner shows new particles being added to the end of the buffer and dead particles being removed from the front of the buffer.

Firework data, such as timing, firing location, direction, velocity and colour, were scripted by hand using Excel, saved to a text file and read in by the program at initialisation time.

Music playback is handled by the SFML library.

Total time taken: 10 days

Progression:
Day 1: wireframe cube
Day 2-3: textured cube with transparency:hakase cube_770x600

Day 4: array of 8 million camera-facing quads with the geometry shader:8 million hakases_800x420

Day 5-6: particle system with explosions:explosion of catgirls

Day 7: music playback
Day 8-9: script fireworks display to music
Day 10: add particle trails

Download the Visual Studio project (12Mb) (build with x86 Release configuration):
https://onedrive.live.com/redir?resid=56CD19EB372DF550!1220&authkey=!AGTzG8dHFBkgeME&ithint=file%2czip

 

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