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Mark James Lewin wrote:
>
> Nice simulation! Good to see someone take a different approach to particle systems
too.
> Do you have an estimate on how much faster/slower your method is compared to the
usual
> particle system methods?
That difficult to say, but it's quite a bit different than a classical
particle system. It is certainly much slower than a system like Rune's,
but you can't really compare that. I do not yet simulate rotation of the
balls, but i plan to add that although i'm a bit afraid of the
mathematics... ;-)
>
> When I saw Rune's water, I had a similar idea, but did not have the time to persue
it.
> The balls entering the water lack splashes. I wonder whether you could generate
'water'
> particles if ball velocity entering the water exceeds a certain limit. These water
> particles could then be treated like other particles, with the exception that they
> would be destroyed if they re-entered the pool of water.
This is an interesting idea, but quite tricky. Where do you think the
particles should be created and with what direction of movement?
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 05 May. 2002 _____./\/^>_*_<^\/\.______
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