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> Things are coming along and I am having great fun.
>
I guess that's the same for all particle-system-writes.
IMHO it proves that you're really into it...
>
> Any comments, suggestios or critisism welcome.
>
Ah well, it looks really interesting. I think you should
dampen the speed the particles pick up when colliding
a bit. In the end, the green "earth" sphere just paces out
of view, and I'd think that speed+mass calculations
would fit here. Gimme a sec...
Here's a formular for that:
v=(m1*v1+m2*v3) / (m1+m2)
Where v is the speed for the "earth", m1 and v1 mass and velocity
of first particle, and m2 and v2 smass and velocity of second
particle.
When using the velocities as 3D-Forces, and the mass as floats,
you should come up with a pretty physical reaction to collisions
for your sort of n-body-system.
Ask if something is unclear, and keep up the good work.
> Thanks
You're welcome!
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
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> Ah well, it looks really interesting. I think you should
> dampen the speed the particles pick up when colliding
> a bit. In the end, the green "earth" sphere just paces out
> of view, and I'd think that speed+mass calculations
> would fit here. Gimme a sec...
>
> Here's a formular for that:
>
> v=(m1*v1+m2*v3) / (m1+m2)
Yeah I worked that out last night #declare xvec[particle] =
((xvec[particle]*mass[particle])+(xvec[check_particle]*mass[check_particle])
)/(mass[particle]+mass[check_particle]);
There was a few other things wrong so I went for a complete rewrite of the
main code and things are working a lot better now. Added inertia in there
just to polish things off :)
> Ask if something is unclear, and keep up the good work.
Thank You
Dave
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