Project 11: Real-Time Particle System
A high-performance particle system with 100,000+ particles, using SOA layouts, SIMD updates, and GPU instancing—like a mini EmberGen.
Quick Reference
| Attribute | Value |
|---|---|
| Primary Language | Odin |
| Alternative Languages | C++, Rust |
| Difficulty | Level 3: Advanced |
| Time Estimate | 2 weeks |
| Knowledge Area | Graphics / Simulation / Data-Oriented Design |
| Tooling | Raylib or custom renderer |
| Prerequisites | Project 4 or 10 (Graphics), Project 5 (ECS/SOA) |
What You Will Build
A high-performance particle system with 100,000+ particles, using SOA layouts, SIMD updates, and GPU instancing—like a mini EmberGen.
Why It Matters
This project builds core skills that appear repeatedly in real-world systems and tooling.
Core Challenges
- SOA particle storage → maps to #soa for cache efficiency
- SIMD particle updates → maps to vectorized physics
- GPU instancing → maps to efficient rendering
- Emitter systems → maps to procedural generation
Key Concepts
- SOA Particles: Odin’s #soa for contiguous data
- SIMD Physics: Vectorized position/velocity updates
- Particle Rendering: Billboarding, soft particles
- Lifetime Management: Object pooling
Real-World Outcome
$ odin run particles -o:speed
Particle System Demo
--------------------
Max particles: 500,000
Active emitters: 5
[Window shows spectacular particle effects]
Emitter Types (1-5 to toggle):
1. Fire/Flames
2. Smoke
3. Sparks/Debris
4. Magic/Energy
5. Rain/Weather
Stats (F1):
Active particles: 234,567
Particles/second: 50,000
Update time: 1.2ms (SIMD)
Render time: 2.1ms (instanced)
Total: 3.3ms (303 FPS)
Memory:
Particle pool: 48 MB (#soa layout)
GPU buffer: 12 MB (instance data)
Comparison:
AoS update: 8.5ms
SoA update: 1.2ms ← 7x faster!
Implementation Guide
- Reproduce the simplest happy-path scenario.
- Build the smallest working version of the core feature.
- Add input validation and error handling.
- Add instrumentation/logging to confirm behavior.
- Refactor into clean modules with tests.
Milestones
- Milestone 1: Minimal working program that runs end-to-end.
- Milestone 2: Correct outputs for typical inputs.
- Milestone 3: Robust handling of edge cases.
- Milestone 4: Clean structure and documented usage.
Validation Checklist
- Output matches the real-world outcome example
- Handles invalid inputs safely
- Provides clear errors and exit codes
- Repeatable results across runs
References
- Main guide:
LEARN_ODIN_PROGRAMMING_LANGUAGE.md - “Real-Time Rendering” by Akenine-Möller et al.