Post news RSS DevBlog 8 - Fast Particles Everywhere

How I rendered thousands of particles at very little performance cost.

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I created a particle system that uses instance rendering to efficiently draw thousands of particles with very little overhead.

I had a nondeterminism bug that renderdoc helped me solve.
If I recall correctly, the nondeterminism ultimately came from a delegate subscription happening in different orders on release mode. The instance render and the clear screen were subscribed to the same delegate but the order of subscription was not well defined.

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