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 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
