On Mon, Aug 17, 2009 at 8:47 PM, Ian Mallett<[email protected]> wrote: > I just realized, solution two might actually be better. It will start out > much faster, and it's speed will converge to the speed of solution 1 as the > number of particles increases. If you really wanted to get fussy, particles > that have hit the ground could be dropped out of the simulation--something > that's impossible with solution one. Also, instead of computing the ground, > a simple array of height values could be substituted, so that each particle > tests against that. Of course, all this would have to be implemented > intelligently; i.e., clever numpy tricks. > I think you're probably right, though I can't be sure until I see an actual implementation.
> The most overkill solution is to use the GPU. A simple framebuffer object > and shader could update and draw all the particles basically instantly. How about writing a fragment shader? I don't know whether this would work or what performance would be like, since I don't have a lot of experience writing shaders. In any case an FBO is probably fast enough for whatever amount of particles you want to throw at it. Hugo
