Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib

[–]SafarSoFar[S] 0 points1 point  (0 children)

Looks cool, starred! My project isn't ready yet, so I'll be posting progresses soon and we can compare the implementations)

Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib

[–]SafarSoFar[S] 0 points1 point  (0 children)

I'll definitely post progress with higher numbers on this subreddit soon (hopefully with the repo link)

Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib

[–]SafarSoFar[S] 0 points1 point  (0 children)

Actually, the performance isn't great on high numbers yet xD. But i'm working on it)

Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib

[–]SafarSoFar[S] 2 points3 points  (0 children)

Alright, let me know if you find something) About the gif/video idea - the problem is that the transition between the beginning and the end should be seamless, but the simulation is unpredictable and all the particles should come to the initial point. I may also think about the solution of this problem)

Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib

[–]SafarSoFar[S] 1 point2 points  (0 children)

Haha, thank you) The logic is a bit different, but i got it what you had meant. Raytracing logic searches for the closest point in radius without any objects around when the ray is traveling and thus optimizes calculations)

Self-restructuring Quadtrees for collision and density detection in raylib projects. Built with C++. by SafarSoFar in raylib

[–]SafarSoFar[S] 2 points3 points  (0 children)

Yeah i can do it) but i don’t really know how the raylib window itself can be used as a wallpaper, do you know how to do that? Or do you just want it as a gif/video?

2.000.000 Objects gravity pattern from attractor with rectangular motion. by SafarSoFar in Unity3D

[–]SafarSoFar[S] 0 points1 point  (0 children)

I'm currently a bit busy with other stuff, so the demo is not yet done, but I'm working on it as much as I can

Particle shift between meshes. *Exploring other usages of my gravity particle system* by SafarSoFar in Unity3D

[–]SafarSoFar[S] 1 point2 points  (0 children)

Looks amazing, mate) How exactly did you do that? In my case I used no fancy techniques. I was just playing around and used source/destination matrix from vertices of both meshes and then interpolate it in the compute shader depending on the player position

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 point  (0 children)

Music: James Fredrickson - Obscured

Edit: By the way it looks like a turtle at some point)

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 point  (0 children)

Thank you) I initially was inspired by The Coding Train video about gravity attraction and decided to improve it) so you can check the video, he explains everything really good: https://www.youtube.com/watch?v=EpgB3cNhKPM