P a r t i c l e S i m u l a t i o n V . 0 4 There are a lot of instructions, as this is a complex program, to know all of the features, read through all of them. This is a basic particle simulation. After the intro, you will see a black object, this is something that the particles can bounce off of and interact. To move it to the location of your mouse pointer, simply click, or hold down your mouse. To change its orientation and rotate it, use the right and left arrow keys. Once you are happy with the position of the object, press the "s" key to start the simulation. You will see particles start to pour down. these will bounce off of the object. If you don't like them interacting with the object, then press space to make the object disappear. To change the colour of the particles, use the up and down arrow keys. To see every step the particles take, a sort of slow-motion, press 5. U p d a t e L o g V.01 -|- Official Release as "Particle Simulation V.01" V.02 -|- Scratch "glide" block recreated to implement a better detection system inside of it. This allows me to have real-time object detection in between movement steps. Unfortunately, the substeps in the recreated glide block are still too large; the particles can still sometimes submerge themselves in the collision object beyond the point of recovery. (Glissy from the future here, turns out that was complete and total nonsense; the substeps were often less than one pixel. The issue was that there was no gravity on the bounce, so the particles continued to go down instead of bouncing as they should.) V.03 -|- General bug fixes and optimization. V.04 -|- Large detection system glitch fixed (no gravitational force when particles bounce, resulting in particles phasing through the object if the incoming direction is down) and general optimization.
Majority of coding and artwork is by @-glissando- Other Credits: Words are powerless to express my gratitude to @raucket for the "atan2" (arctangent between two numbers) function, seriously, I wouldn't know what to do without it. (Some minor changes have been made for integration purposes, see the original function here: ) Thank you to every 3D program (and the huge teams behind them) ever made, such as Cinema 4D, Autodesk Maya, Autodesk 3Ds Max, Side FX Houdini (My main inspiration) and many others which I forgot to mention, for inspiring this entire project. The inspiration for this mainly comes from the idea of constructing a polygonal mesh around a particle mass for basic fluid simulation.