I replied this private message that could be interested :
Just looked your particles, look nice.
Thanks for feedback !
What are your code external dependencies ? (graphics API & others / STL free? etc..)
I am using openCL to compute the physics simulation. You can use my physics library with any renderer, even mine if you want. I use DirectX11.
Is it based on graph compounds (emitter->filters->things) ?
Is it free ?
Physics particles simulation library is free, my renderer is free, the framework to have all demos and sample is also free I could send you a nice package where you should have only to press F5 to have it working...
If you need additional feature, manage other collision shape, or mesh, I could develop them (also for free)
I have also some limitations that I could explain to you, and I also could remove them (also for free )
Internally my data are SIMD friendly, I use SIMD vector, and allocations are aligned. I copy the given vectors, the user can delete or do whatever with the given data I don't keep any reference on it. Anyway it won't changed anything because internally I am using float4 from openCL. The use of the
function also use openCL.
Why are you telling me about SIMD ? Do you think my perfs are terrible ?
I have no understanding what PhysicsParticle is because some methods seems to suggest it's a set of interacting particles
Yes it is. And you point out what is really bad; at this stage I only handle one set of particles, I have to remove this limitation...
not to mention we have particle indices in vrSpring. Some renaming appears to be needed.
The indices are referencing the particles positions set by:
Initialize(vrVec4 *positions, int positionsCount);
0 -> first particle position.
Not sure to see what it is not clear there. but for sure there are some missing comments.
By the way I have done some other tests and I solve about 24 000 constraints (vrSpring) in 0.17ms, by removing a CPU transfer...
I see you have a lot of raw numbers in your youtube channel. That's good, but without a correlation to hardware in use they mean "runs".
Yes you're completely right I have a Radeon serie 79 something.I also have to use a a real profiler maybe. I am using my own at this stage...
Thanks for your comments, and if you want to try it I can give it.
I have a particle renderer, this particle interface and a framework which has a keyboard, a mouse control, a basic camera, and that use the physics output to give it to the renderer. I also have the different sample we can see on my Youtube channel.