4 ms·
This already does look like it has falloff... mutual attractors clearly seem more attracted to nearby particles than to larger groups further away.
by noduerme 3y ago
This already does look like it has falloff... mutual attractors clearly seem more attracted to nearby particles than to larger groups further away.
- wetmore 3y agoI assume it falls off at inverse of r squared, which is why the person you're replying to is mentioning other functions besides that one.
- noduerme 3y agoI read them differently. >> I have a feeling that such a system would grind to a halt even with clever optimizations. I took this to mean that they thought there was no falloff calculated at all. If there is, I don't see why substituting a different function, e.g. cube vs square, would be significantly more CPU-intensive.
- at_a_remove 3y agoYou focused on just one clause. Consider the whole: 1) Three dimensions, not two. Therefore distance is not the square root of (delta-x * delta-x + delta-y * delta-y) but the cube root of (delta-x * delta-x + delta-y * delta-y + delta-z * delta-z). More operations. 2) Three dimensions, not two. As you start increasing the number of dimensions, the simulation feels more and more empty. One hundred particles on a line a thousand units long is crowded. One hundred particles on a grid of one thousand by one thousand feels like more "room" for that same number of particles. In a volume of a thousand by a thousand by a thousand, one hundred particles feels too few, and one would naturally increase the number of particles. Naively, which is to say without optimizations, the number of force computed grow as N-squared. More operations. 3) Cube falloff goes by r * r * r, rather than r * r. More operations, by fifty percent. And I did suggest some more exotic functions in there which certainly could be more daunting.
- mattashii 3y ago> 1) Three dimensions, not two. Therefore distance is not the square root of (...) but the cube root of (...). No, it is still a square root. The term under the root is correct, but distance in N dimensions (assuming euclidian space) is just sqrt(sum(delta-n ^ 2))
- at_a_remove 3y agoHah, you're right. Serves me for typing late at night.