GPU particle systems for three.js WebGPU: fixed-capacity pools in storage buffers, emitted, moved and
depth-sorted by TSL compute passes, drawn with one instanced draw each. Seeded emitters (point, box,
disc, sphere or weighted sources the CPU refreshes cheaply), gravity, temperature-driven buoyancy,
wind, drag and curl-noise turbulence, lifetime curves, an optional coarse particle/grid field,
built-in shading for lit volumetric smoke, blackbody flames, spark streaks and heat haze, and a
real-time MLS-MPM solver with terrain collision and a pluggable material registry.
GPU particle systems for three.js WebGPU: fixed-capacity pools in storage buffers, emitted, moved and depth-sorted by TSL compute passes, drawn with one instanced draw each. Seeded emitters (point, box, disc, sphere or weighted sources the CPU refreshes cheaply), gravity, temperature-driven buoyancy, wind, drag and curl-noise turbulence, lifetime curves, an optional coarse particle/grid field, built-in shading for lit volumetric smoke, blackbody flames, spark streaks and heat haze, and a real-time MLS-MPM solver with terrain collision and a pluggable material registry.