GPU particle forces
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RandomScatter initializes 1024 particles. VortexForce, BasicForces and NBodyGravity form a compute-shader chain leading into Integrate. PointsToSprites converts the resulting particle geometry for the SphereSplat native Render Pipeline, which writes to Window:/. A Vec3f process controls the camera.
Try it
Start playback and compare the motion after changing vortex strength, gravitationalConstant or drag. Lower Integrate’s timeScale to inspect slower motion. The initial scatter has once enabled; changing a force is different from changing the initial distribution.
This is a GPU simulation example, not a reference scientific integrator. It needs compute-shader support but no external particle data or model. The force and rendering chain is native, not Qt Quick 3D.