Neil Daniels wrote:

> Shawn,
> I think you're correct that particle-to-particle interactions are easier,
> and that handling that, for example, in the Animation loop would be a proper
> way to do it - that way you can control the new vector and speed more easily
> (i.e., have a ParticleMaster which check all particles against each other
> for collision and then resets vector, color and speed appropriately. Then
> update the scene)
> And I think you're correct that particle-to-object is more processing
> intensive, if you're using collision detection for each particle.
> But, if your particles are in some proximity to each other, you can create
> and invisible 'box' around them, then check for that box colliding with
> other objects.  At that point, only at that point, would you need to check
> each particle against the object collided.  I think this would speed it up
> considerably...

Yes, I agree.  Throw a bounding box or sphere around the whole group of
particles if you can, and use that to weed out most of your database.

--
__________________________________________________________

Shawn Kendall               Full Sail Real World Education
Course Director             3300 University BLVD
Real Time 3D for Gaming     Winter Park FL 32792
[EMAIL PROTECTED]       http://www.fullsail.com
__________________________________________________________

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