One thing I love about circular particle simulations like those is the topological defects that arise when they all settle down, you can clearly see them around 24:17 just before the transition; just like microcrystaline grains, you can see the domain walls separating the big cells where the spheres are tightly packed. Very cool.
Nice observation, but I think it might just be the video compression though. A defect I noticed is how the very bottom particles with a lot of pressure are inexplicably shifting to the right slowly, which doesn't happen with less particles/pressure, which is probably due to the collision detection
@@keyframe41 defects are supposed to form, that's just how circles pack together. It's very hard for them to pack perfectly after being continually launched like water lol
instead of storing a list of particle indices for each grid you can sort the particles by grid index with counting sort. That way all particles in each gridcel are contiguous and you are not thrashing the cache looping over all particles in each cell.
I was recommended your first video just now and I really enjoyed watching both the parts. I would love to finish my particle physics code some day but I always get too busy with my main projects. Looking forward to more such content. PS : It's nice to find somebody who watches the exact same youtubers I do lol
Awesome work here !! There is just something i don't really understand, verlet Integration is usable for a constant timestep (because of the fact i uses the 3 different instants so 2 timesteps) but when using it in a simulation like you did, I get results defying the laws of physics, and I think it might be related to timesteps 🤷, so can you help me a bit on that please ?(I am only starting to loearn C++, which is the reason i don't just read the code). Once again, love your work
I'm not really getting what you're trying to say, but the code for part 1 is considerably easier to read, you can give it a try (the files are main_original, renderer_original, and solver_original)
it could be because he is checking for collisions for a single frame, more than fps which he mentioned in the part 1 and your simulation might not be doing that , I'm no expert tho
One thing I love about circular particle simulations like those is the topological defects that arise when they all settle down, you can clearly see them around 24:17 just before the transition; just like microcrystaline grains, you can see the domain walls separating the big cells where the spheres are tightly packed. Very cool.
Nice observation, but I think it might just be the video compression though. A defect I noticed is how the very bottom particles with a lot of pressure are inexplicably shifting to the right slowly, which doesn't happen with less particles/pressure, which is probably due to the collision detection
also if you vibrate them the chunks become bigger, like heat treatment of metals
@@keyframe41 defects are supposed to form, that's just how circles pack together. It's very hard for them to pack perfectly after being continually launched like water lol
The algorithm has delivered yet again
your ability to get so far into a project without quitting is insane
Danm man you're underrated af , I'd love to see more of your work ❤
5:43 ладно, я знаю почему мне это попалось в рекомендации 😂.
Классное видео, чувак!
instead of storing a list of particle indices for each grid you can sort the particles by grid index with counting sort. That way all particles in each gridcel are contiguous and you are not thrashing the cache looping over all particles in each cell.
I was recommended your first video just now and I really enjoyed watching both the parts. I would love to finish my particle physics code some day but I always get too busy with my main projects. Looking forward to more such content.
PS : It's nice to find somebody who watches the exact same youtubers I do lol
oh wow, wow this looks like great quality and very inspiring, im blessed to have found this!
Great video man! Please dont make the music too loud.
Great vid! You should make some tutorials for people optimistic about coding 😁
Wonderfull! Amazing work!
Well done, I've got a simple question tho, wouldn't it be easier to draw the image using a simple fragment shader?
i did not see your first video but particle simulations are pretty cool...
This is fire bro!
awesome video brody
Awesome work here !! There is just something i don't really understand, verlet Integration is usable for a constant timestep (because of the fact i uses the 3 different instants so 2 timesteps) but when using it in a simulation like you did, I get results defying the laws of physics, and I think it might be related to timesteps 🤷, so can you help me a bit on that please ?(I am only starting to loearn C++, which is the reason i don't just read the code). Once again, love your work
I'm not really getting what you're trying to say, but the code for part 1 is considerably easier to read, you can give it a try (the files are main_original, renderer_original, and solver_original)
it could be because he is checking for collisions for a single frame, more than fps which he mentioned in the part 1 and your simulation might not be doing that , I'm no expert tho
Algorithm gave me second video but not first
Great!
was on my fy
Only 93 views? What
all particle sims are in slow mo
why does the wallpaper change every scene
WHY IS YOUR TASKBAR ON THE TOP
its the menu bar
It's macos my man
Теперь оно должно сыграть bad apple)
🔥
Bruh my laptop can barely run 1000 particles😭
Dam dis epic as f*ck