@ArchitectOfEvil Particles need detail to be seen by your eyes right?
At a screen resoultion of 1024x768, there are more particles than pixels on your monitor. Assuming something higher such as 1280x1024, there are 1.3 million pixels and 1 million particles.
You can't see something unless it takes up a decent amount of space on your screen (pixels)... so you need a massive resolution to get that kind of detail.
As you can see in the video, the size can be changed and i cycle from small to big
@ArchitectOfEvil But forget all that. This is a fairly poor quality video, uploaded to youtube in a compressed format. You're never going to get that much detail out of it.
Besides that, the app runs in a window and it was captured at it's 800x600 (or 1024x768?) size.
Basically, there's no way you're going to see all that detail on youtube. You need to render it yourself on a massive monitor.
@01DOGG01 Yea I understand about not being able to see them.
But my point was, the ones that can't be seen, are they actually being processed for movement and are they all being rendered with the video driver even if they are occluded?
It's a performance question. Is it really processing the 1 million objects? Or is it processing some of the objects some of the time? Taking a short-cut that is.
@ArchitectOfEvil The physics processing must be done no matter what otherwise it would be an unrealistic model. Each particle is processed.
As i understand it, the physics are done on the GPU and and the data is kept in its memory. Other algorithms are then used to determine which particles need to be rendered. That's what i think anyway.
Wikipedia: "ImageVis3D" (uses clearview - mentioned in the video info)
Google: "UberFlow: A GPU-Based Particle Engine" (pdf)
everyone thinks its really complex but it all runs off a language and if you understand logic (which isn't to bad) then it all becomes pretty simple
obviously you need to know adv maths and phsyics (not degree level but certainly a level and thats english qualifications) and then you should be away
A few weeks studying and you should be able to do simple ut+1/2at^2 equations
It's ok if you are just talking about finding collisions between polygons, for example using the SA theorem. But when you want collision response it becomes a whole new ball game.
Finding collisions is simple as. Responding to them is the complexity of it.
If you knew a lot about programming, or if you had made some decent size games before, then you would know that reinventing the wheel is a sure way to never complete your project.
this is really a great program. I have downloaded it some years ago, but still havent figured out how to insert objects, like a wing, for example. Im pretty sure its not going to be an easy job... Any ideas??
how do you download!? :(
puke1523 1 year ago
@puke1523 There's a download link in the video info...
01DOGG01 1 year ago
BTW, where are the 1 million particles?
They are not all being rendered
ArchitectOfEvil 1 year ago
@ArchitectOfEvil Particles need detail to be seen by your eyes right?
At a screen resoultion of 1024x768, there are more particles than pixels on your monitor. Assuming something higher such as 1280x1024, there are 1.3 million pixels and 1 million particles.
You can't see something unless it takes up a decent amount of space on your screen (pixels)... so you need a massive resolution to get that kind of detail.
As you can see in the video, the size can be changed and i cycle from small to big
01DOGG01 1 year ago
@ArchitectOfEvil But forget all that. This is a fairly poor quality video, uploaded to youtube in a compressed format. You're never going to get that much detail out of it.
Besides that, the app runs in a window and it was captured at it's 800x600 (or 1024x768?) size.
Basically, there's no way you're going to see all that detail on youtube. You need to render it yourself on a massive monitor.
01DOGG01 1 year ago
@01DOGG01 Yea I understand about not being able to see them.
But my point was, the ones that can't be seen, are they actually being processed for movement and are they all being rendered with the video driver even if they are occluded?
It's a performance question. Is it really processing the 1 million objects? Or is it processing some of the objects some of the time? Taking a short-cut that is.
ArchitectOfEvil 1 year ago
@ArchitectOfEvil The physics processing must be done no matter what otherwise it would be an unrealistic model. Each particle is processed.
As i understand it, the physics are done on the GPU and and the data is kept in its memory. Other algorithms are then used to determine which particles need to be rendered. That's what i think anyway.
Wikipedia: "ImageVis3D" (uses clearview - mentioned in the video info)
Google: "UberFlow: A GPU-Based Particle Engine" (pdf)
01DOGG01 1 year ago
they look like atoms, really cool particle engine
SacroiD 2 years ago 4
Hehe i already have this program
its awesome and runs pretty smothley for me (unless your dealing with over 800,000 particles then it starts to slow =D
tinymouse2 3 years ago
Ah ok... lol check out oe-cake then if you're into physics/particle stuff.
01DOGG01 3 years ago
I am =P
But i find making your own physics engines much more enjoyable than using pre-built ones like physx
nothing against it just like making my own things :D
tinymouse2 3 years ago
LOL well good luck, i wish i had the knowledge to program physics engines.
01DOGG01 3 years ago
only 2d at the moment
and its not to difficult when you look at it
everyone thinks its really complex but it all runs off a language and if you understand logic (which isn't to bad) then it all becomes pretty simple
obviously you need to know adv maths and phsyics (not degree level but certainly a level and thats english qualifications) and then you should be away
A few weeks studying and you should be able to do simple ut+1/2at^2 equations
But you need to know that stuff :D
tinymouse2 3 years ago
What? Are you a masochist?
It's ok if you are just talking about finding collisions between polygons, for example using the SA theorem. But when you want collision response it becomes a whole new ball game.
Finding collisions is simple as. Responding to them is the complexity of it.
If you knew a lot about programming, or if you had made some decent size games before, then you would know that reinventing the wheel is a sure way to never complete your project.
You have to use what is available
ArchitectOfEvil 1 year ago
@tinymouse2 where did you get DX / Tum.3D Particle Engine 0.81?
puke1523 1 year ago
@puke1523
Wow, trip to the past. Sorry but it was a year ago, I have no idea where I got it from. I don't even have it anymore, sorry mate.
tinymouse2 1 year ago
Wow your computer lags =p
Luky1Jay 3 years ago
what the hell? you retards think that everything is fake,how the hell could this even be fake? u dont even have any proof that it is fake
yomonkey2976 3 years ago
this is so fake
fartnox 3 years ago
LOL what is it with retards on the internet calling everything fake
01DOGG01 3 years ago
im just bored =(
fartnox 3 years ago
this is really a great program. I have downloaded it some years ago, but still havent figured out how to insert objects, like a wing, for example. Im pretty sure its not going to be an easy job... Any ideas??
aboriani 3 years ago
Speak to a user called "grx3D", he's one of the guys who worked on it. He's got a video of a porsche in the sim as well...
01DOGG01 3 years ago
thx a lot! any info about that program is useful!!!
aboriani 3 years ago 2
fake? what the hell you mean with fake? show me a real one then!
aboriani 3 years ago
well abviously you can tell its fake
fartnox 3 years ago