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Particle engine in C++

Uses raylib library. CMakeLists.txt is a modified version from raylib-cpp's cmake template

interesting things to highlight:

  • verlet integration
  • substepping

planned

  • optimize collisions
    • broadphase (octree)
      • construct root node with bounds set to max and min positions of all particles, but use a single halfSize for all axes since particles have same radius for all axes
      • dynamically find the max depth, based on total bounds and average (or median or mode) particle radius
      • reason about the time complexity of having a particle in multiple child trees, when it overlaps multiple. OR have it just once in the parent
      • using indices instead of pointers
    • sleeping still particles
    • sweep and prune with insertion sort (insertion sort because of temporal coherence)
  • moving around with camera
  • stick constraints

references:

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