SMU Guildhall Graduate Catalog Fall 2016 — Cohort 24 - Page 32

Cesar Rocha Software Development « OpenGL Shading Language Particle Systems I really enjoyed this project, in which I learned how to implement and use I later made the particle data editable and For OpenGL Shading Language (GLSL) from a particle creator to a particle Geometry Shaders within my engine. Particle Systems, I wanted to make use of the Geometry Shaders’ efficiency and explore the various effects I can make by mixing it with a particle system. We created the particle system in an earlier class. It was completly reworked, and a pipeline for loading particles from XML files was incorporated. This allowed my system to load multipart particles into the engine for rendering when the command to do so is called for. 32 SOFTWARE DEVELOPMENT exportable. This converted my system creator/editor. Creating, modifying and saving particles no longer relies on Visual Studio to run. Everything is editable within the executable. As long as you have a texture and an idea of what you want your particle to do, you can create it. It’s really fun experimenting to see what kinds of particles I can come up with.