Particle self repulsion 3d dx11
Author: | sanch |
Date: | 12 Aug, 2014 |
Category: | effect |
Credits: | Compute particle self repulsion in 3d with velocity gravity ... |
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better rendering with sphere instancing
Description

Compute particle self repulsion in 3d with velocity gravity ...
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niiice! this will be the first thing to do tomorrow!
Cool.. Is it related to the nbodies cs from the nvidoa dx11 sdk?
@microdee - Reckon you could use marching cubes to mesh this?
Before marching cube , the best will be to implement radix sort for the particle colision detection , it will improve performance and allow higher particle count. It's not related to nbody .
some inspiration http://vimeo.com/94622661 https://www.youtube.com/watch?v=6WZZARzpckw
i'm gona try to implement bitonic sorting since it seams easier