Morphing particle behaviour is something I picked up straight away as soon as I was taught.
I've always had a fascination by particles, and in fact were known as the 'particle guy' upon
my first year at AIE. I am blown away how beautiful math can be visualised in such unique ways.
Morph was the first result of my GPU particle adventure. It consists of a extremely basic targeting
system. Logic is that there is a point continuosly changing over time. This point follows the skeleton
of a sphere that is morphed by tan, creating a visualisation of gravitational force.
The following is a particle demonstrations in my engine, GenGein.
Note: Due the poor frame rate of this .gif, I will be updating this shortly.