I am finding the discussion on particle
systems useful.  We are trying to develop
a particle system for a physics simulation
of MSU's special superconducting cyclotron.

It seems like we have two different situations-
one in which small quads are made with a
dynamic texture and the other in which we
have 3D geometries representing each particle-
for example a sphere for each particle.
Am I correct in calling both of these approaches
"particle system"?

Other than semantics,  we are modelling the
end part of the process.  You know, the part
where all the deuterons, protons and neutrons
get bounced off of reflectors and finally end
up scattered into bands at at sensor.  The
cyclotron produces a stream a particles and
the passes them off the a variety of sensors.

This is from a science education perspective than
a real simulation, at least at first.  We want
to have people sit inside the particle stream
and then be able to hitch a ride around to the
different measuring devices.

One can have a fair number of spheres before
things start breaking down.  I ended up using
a sphere recycling method to reduce my overhead
but since we are just beginning with this, I was
wondering whether the quad
with texture approach being discussed would
be better--or perhaps some combination
with LOD.

We would welcome some suggestions.

Alex

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