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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualMark Slater

Posted 13 October 2012 - 08:31 AM

That's the conclusion I was coming to. It's unfortunate as I have already created some interesting effects using the brute force method and representing a mesh as a sphere tree (with each sphere acting as a constrained particle). If you'd like to see what I mean, I'll be releasing a tutorial on our vector calculus scripting language at the end of next month which includes this demo.

Anyway, given the size of our scenes, I guess the main game objects are stuck with central forces and specific, optimized handlers for non-central forces for now. If anyone has any other ideas I'd welcome them.

#1Mark Slater

Posted 13 October 2012 - 06:15 AM

That's the conclusion I was coming to. It's unfortunate as I have already created some interesting effects using the brute force method and representing a mesh as a sphere tree (with each sphere acting as a constrained particle). If you'd like to see what I mean, I'll be releasing a tutorial on our vector calculus scripting language at the end of next month which includes this demo.

Anyway, given the size of our scenes, I guess the main game objects are stuck with conservative forces and specific, optimized handlers for non-conservative forces for now. If anyone has any other ideas I'd welcome them.

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