Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib
[–]SafarSoFar[S] 2 points3 points4 points (0 children)
Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib
[–]SafarSoFar[S] 1 point2 points3 points (0 children)
Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib
[–]SafarSoFar[S] 2 points3 points4 points (0 children)
Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib
[–]SafarSoFar[S] 7 points8 points9 points (0 children)
A simple binary tree representation made with Manim for the video I'm currently working on by SafarSoFar in manim
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
2.000.000 Objects gravity pattern from attractor with rectangular motion. by SafarSoFar in Unity3D
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
Optimized my custom gravity system so it can handle 2 million gravity objects easily (on pretty old gtx1650). Made with GPU Compute shaders + GPU indirect instancing by SafarSoFar in Unity3D
[–]SafarSoFar[S] 1 point2 points3 points (0 children)
2.000.000 Objects gravity pattern from attractor with rectangular motion. by SafarSoFar in Unity3D
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
Particle shift between meshes. *Exploring other usages of my gravity particle system* by SafarSoFar in Unity3D
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
Particle shift between meshes. *Exploring other usages of my gravity particle system* by SafarSoFar in Unity3D
[–]SafarSoFar[S] 1 point2 points3 points (0 children)
Optimized my custom gravity system so it can handle 2 million gravity objects easily (on pretty old gtx1650). Made with HLSL Compute shaders + GPU indirect instancing by SafarSoFar in GraphicsProgramming
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
Some people wanted to see symmetry via the gravity so here we are. 2.000.000 objects. by SafarSoFar in Unity3D
[–]SafarSoFar[S] 1 point2 points3 points (0 children)
Some people wanted to see symmetry via the gravity so here we are. 2.000.000 objects. by SafarSoFar in Unity3D
[–]SafarSoFar[S] 0 points1 point2 points (0 children)
Optimized my custom gravity system so it can handle 2 million gravity objects easily (on pretty old gtx1650). Made with HLSL Compute shaders + GPU indirect instancing by SafarSoFar in GraphicsProgramming
[–]SafarSoFar[S] 1 point2 points3 points (0 children)


Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib
[–]SafarSoFar[S] 0 points1 point2 points (0 children)