In this demo, I create a particle behaviour, emulating the visualisation of a black hole.
Since these are GPU particles, I had to create an update loop on the GPU, through a vertex shader.
What is interesting in this demonstration is how the particles behave. It's a mildly complex
mathematical algorithm that evolves over time, unravelling an undetermined spiral.
Within this update, there are various factors that alter the birth of this spiral. Lets start with
the emitterPosition within itself. In order to have that 3-Dimensional spawn effect, I had to have
the emitter alter positions on the parameter of a sphere. Creating a 'wave' effect.
Once spawn is determined, the particle velocity is then ran through a trigonometric algorithm
which determines the curvature (nature) of the particles directional vector.
This black hole particle demonstration was made in GenGein.