4 ms·
How is this made? It's pretty slow on my computer. Would ASM.js work better?
by pwnna 13y ago
How is this made?
It's pretty slow on my computer. Would ASM.js work better?
- fekberg 13y agoI'm getting 15 FPS in Chrome on my Surface Pro. It uses OpenGL ES it seems, doesn't work in IE 11. Edit: It would be interesting to know if this would perform better using WebGL and running it in IE 11, anyone has any thoughts on that?
- filipedeschamps 13y ago20 FPS - Chrome - MacBook Air/2011
- shebson 13y agoI'm getting 38 FPS on a 2012 Macbook Air with Chrome. Didn't expect the HD4000/HD3000 difference to be so big.
- pleasemakeitbig 13y ago25 FPS on Chrome/2013 Macbook Pro
- Anderkent 13y agoWeird! I get 60 on Chrome 31.0.1650/2013 Macbook Pro.
- TallboyOne 13y ago60fps on chrome
- verisimilidude 13y ago45 FPS: Chrome on 2012 Macbook Pro. Looks fantastic.
- consciousness 13y ago32 FPS - Chrome - Windows 7 - Thinkpad X1 Carbon i7 & 22 FPS on Firefox..
- pwnna 13y agoHuh. A bug should be filed..
- jhvh1134 13y agoI could be wrong, but my understanding is that WebGL uses the exact same API as ES, including the same stripped down shader language.
- blunte 13y ago51 FPS on new Macbook Pro Retina It's gorgeous... reminds me of the good old "visualization" days of Winamp and MusicMatch
- nacs 13y ago60fps (cap I think) on Firefox 25 on i5 desktop.
- mistercow 13y agoIt looks like most of the heavy lifting is done in shaders, so asm.js probably wouldn't improve it much.
- iamwil 13y agoIt looks like there's some sort of gravity involved. So then how do you get around the O(n^2) problem of comparing the contribution of each particle to every other particle? Did they implement an quadtree of some sort, or is it something else?
- mistercow 13y agoI'm wondering what optimization you can to that do with a quadtree. The only way I can see is if you sacrifice accuracy on distant particles by quantizing and counting. You could use geometric hashing to do the same thing. Anyway, I don't think this demo is exhibiting inter-particle attraction, but I'm not positive.
- brian_cloutier 13y agoExactly right. The most common scheme uses a quadtree and runs around O(n log n). http://en.wikipedia.org/wiki/Barnes%E2%80%93Hut_simulation http://en.wikipedia.org/wiki/Barnes%E2%80%93Hut_simulation
- admsyn 13y agoIt looks like it's using a fluid solver. So, it's not that every particle is interacting with every other particle, but that there's a flow vector being established at each point on the screen and that's being added to each particle's position. Disclaimer: I haven't actually analyzed the source.