Jump to content
  • Advertisement
Sign in to follow this  

Precomputing Trajectory

This topic is 2607 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!