ARTICLE AD BOX
I’m building a real-time particle system (WebGL/Canvas-based), currently rendering different formations like swarms, explosions, and a Saturn-like ring.
Right now, my “Saturn” effect is essentially a 2D circular particle distribution with a tilted illusion, but it’s not truly 3D.
I want to:
Convert this into a true 3D particle ring
Allow camera rotation / perspective
Maintain performance with thousands of particles
Current approach:
Particles positioned using polar coordinates:
x = r * cos(theta)
y = r * sin(theta)
Rotation is faked using transforms
What I’m looking for:
How to distribute particles in a 3D ring (torus-like or disk-like structure)?
Should I move to WebGL shaders (GLSL) for this?
Best way to handle depth, perspective, and camera movement
Any lightweight approach to simulate orbital motion in 3D
Constraints:
Real-time performance is critical
Running in browser (WebGL preferred, but open to libraries like Three.js)
Any guidance, math references, or examples would be really helpful.
