Summary

Congratulations! You have successfully built a high-performance GPU particle simulation from scratch. You've navigated the complexities of wgpu, compute shaders, and WebAssembly integration.

Recap

You have learned how to:

  • Set up a cross-platform Rust project for Native and WASM targets.
  • Initialize a WebGPU device and swap chain using wgpu.
  • Write Compute Shaders in WGSL to perform physics calculations on the GPU.
  • Write Vertex/Fragment Shaders to render millions of points efficiently.
  • Handle user input and camera movement in a 3D space.
  • Deploy your application to the web.

Next Steps

The journey doesn't end here. Try extending the project with these ideas:

🚀 Challenge 1: Colors

Modify the draw_shader.wgsl to color particles based on their speed (velocity magnitude) instead of distance from the target. Fast particles = Red, Slow = Blue!

🚀 Challenge 2: Ground Plane

Add a simple collision check in compute_shader.wgsl. If pos.y < 0.0, reverse the Y velocity to make particles bounce off the "floor".

🚀 Challenge 3: Attractors

Add multiple attraction points instead of just the mouse cursor. Create a solar system simulation!


Share Your Work

If you build something cool based on this tutorial, share it!

Star on GitHub ⭐