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Does it look alright for a first run through? Indeed.
Should you take care of some things? Yup.
For, the next time, make the partices bigger, so that they might be seen
more easily (if you look on Rune's and my website, you'll notice that we use
rather large spheres for those tiny particles). This should also help reduce
the size of the animation you posted (which should, in these groups, limited
to 1MB). But those two things are technical for the posting, now on to the
system.
They seem to have gathered in stripes. What you should do is add same tiny
random element (with variable setting, so that it may even be switched off
for other occasions), so that the particles bounce around more vividly.
Aside of that, you don't mention anything on the technique you're using, so
I can't make any great comments on what you might want to add or look out
for, nontheless, does look okay for starters. Keep up the good work!
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: tim.nikias (@) gmx.de
> Hi guys. I'm currently working on a basic particle system. At the moment
I'm
> working on simple collision detection. It's not working great yet, but
it's
> a start. I'd say about 50% of the particles interact correctly with the
> ground (the white box). Although you'll note that particles on either side
> of the box also apparently bounce, I'll work on that after I've got the
> interaction correct. Also there is no decay in the motion, as there should
> be. I did program in something simple to work on that, but it doesn't seem
> to work very well. That's for a later date I guess.
>
> Oh. The particles are colour coded, green particles are travelling
> downwards, and red particles are travelling upwards.
>
> I'd like your thoughts, does it look alright for a first run through?
>
>
>
---
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I've noticed the bands as well, and they get worse as the simulation
continues. I have a random element already in place, which randomises the
initial velocities of the particles. The fact that the bands become more
prominant with time suggests that it is the code exectuting after
collisions that is to blame.
I am using a very basic system, with Euler integration to determine future
velocities, and using a constant for gravitational accleration. At present
the particles simply fall and bounce, losing a preset amount of velocity
each bounce, to simulate very crudely a loss of energy.
I plan to alter the collision detection next, as it works pretty badly at
the moment.
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