THREE.JS / WEBGL GPGPU

Gravity writes in parallel.

Each texel is a debris body. The velocity pass applies pairwise gravity and collision aggregation, storing mass in velocity.w; the position pass integrates survivors, and a Points/ShaderMaterial field turns those textures into an orbiting protoplanet.

InitializingWEBGL2 / GPUCOMPUTATIONRENDERER

Preparing position and velocity render targets.

compute
—
particles
—
textures
—
mass channel
—
simulation
—
sample avg / p95
—
backend
WebGL2
scope
gravity + merge

Derived from the pinned classic GPGPU protoplanet example. This route uses a deterministic 32×32 field and local controls in place of the official random initialization, GUI/Stats presentation, and exact frame; broad device/compiler/performance coverage, context-loss/leak stress, and whole-example fidelity remain separate.