That was great, thanks! After getting it working, it seems there's lots of unused squares, so I've also implemented a Binary Space Filling Tree. It divides only into two branches, either horizontally or vertically depending on the shape of the boundary. I wonder if that would be even better for optimising my particle system.
Did you get new camera and microphone? :o cause u look even more beautiful in this one ^_^ (i mean in the most platonic way). and really thank you for another great tutorial :D
I’m stumped as to how the intersects formula for the rectangular boundary works. The formular seems to be computing “contains” rather than intersects. Ie., the rect needs to be fully contained in the boundary for it to register, such that if the rect spans more than two boundaries, it wouldn’t register. Am I wrong?
@@pattvira Ok, I'll wait for the next video, but maybe this type of algorithm has more application in generative art in motion, right? I don't know if it could be applied in static generative art like paintings (generating something using this algorithm) to see the result later, I don't know if I'm explaining myself. thanks
@@oscarbavi7886 Ah yes you’re right. The specific application that I’ll be showing is to improve speed performance, so it will help if your piece is dynamic.
I had so much fun working on this with you, thank you so much!
You are always make discover and understand sooooo much things. 😮
Thank you, and please continue!
WOW, I was looking for this!!!!. 🔥🔥
Thanks!!!!!
The code can be optimized if we compare distances squares instead calculate the distances by sqrt which require more operations
Excelente explicación, voy a adaptarlo a dart/flutter y me divertiré un buen rato. :) Saludos desde Colombia 👩🚀👨🚀🗺
As an artist who works with 50k + particles this is definitely interesting! Haven't had the time to dive in yet but can't wait!
@@JoBarbo Yes! Give it a try and lmk how it improves performance!
Great video! Some nice extras that Dan didn't include in his original.
Good video tutorial
That was great, thanks! After getting it working, it seems there's lots of unused squares, so I've also implemented a Binary Space Filling Tree. It divides only into two branches, either horizontally or vertically depending on the shape of the boundary. I wonder if that would be even better for optimising my particle system.
This could also be added by Patt Vira
What is the code?
it's more efficent?
@@oscarbavi7886 Not sure yet. There's quite a burden to construct the tree every frame. Playing with the capacity helps a lot
Bravo!!
Did you get new camera and microphone? :o cause u look even more beautiful in this one ^_^ (i mean in the most platonic way).
and really thank you for another great tutorial :D
I’m stumped as to how the intersects formula for the rectangular boundary works. The formular seems to be computing “contains” rather than intersects. Ie., the rect needs to be fully contained in the boundary for it to register, such that if the rect spans more than two boundaries, it wouldn’t register. Am I wrong?
where and when we could use quadtree in generative art? can you show examples?
thanks and congratulations
@@oscarbavi7886 I’ll be doing just that in the next video with a flocking simulation as an example!
@@pattvira Ok, I'll wait for the next video, but maybe this type of algorithm has more application in generative art in motion, right? I don't know if it could be applied in static generative art like paintings (generating something using this algorithm) to see the result later, I don't know if I'm explaining myself.
thanks
@@oscarbavi7886 Ah yes you’re right. The specific application that I’ll be showing is to improve speed performance, so it will help if your piece is dynamic.
Sounds exciting 🎉