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Quat

Precomputing Trajectory

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I have a particle system modeling fluid where the particles can collide with the environment. The environment can be random so an artist cannot manually specify the path of the particles, but once the environment is generated it is fixed so I do not have to worry about it changing at runtime.

However, even with KD-Tree, and optimizations, it still takes too much processing power doing the collision detection for so many particles. So my idea is to run the collision detection to figure out the trajectories of the particles at initialization and generate keyframes, and then just do keyframe animation in the rendering loop.

My question is if anyone has any better ideas on how to solve this.

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