» Particle self repulsion 3d dx11
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Particle self repulsion 3d dx11

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Credits: Compute particle self repulsion in 3d with velocity gravity ...

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Compute particle self repulsion in 3d with velocity gravity ...

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Self repulsion particle 3D.zip
12.08.14 [17:45 UTC] by sanch | 1322 downloads
better rendering with sphere instancing
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Self repulsion particle 3D.zip
12.08.14 [01:59 UTC] by sanch | 564 downloads

microdee 12/08/2014 - 02:14

niiice! this will be the first thing to do tomorrow!

tekcor 12/08/2014 - 10:53

Cool.. Is it related to the nbodies cs from the nvidoa dx11 sdk?

mrboni 12/08/2014 - 14:11

@microdee - Reckon you could use marching cubes to mesh this?

sanch 12/08/2014 - 14:52

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

sanch 12/08/2014 - 17:49

i'm gona try to implement bitonic sorting since it seams easier

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