I think the flocking behavior of birds is one of the most entrancing natural phenomena, it's great to see it play out in such an intuitive way here. Is a quadtree generalizable to three dimensions? This looks like so much fun, thank you for sharing, I'm looking forward to playing with this over the holiday.
Functional Flocking Quadtree in ClojureScript
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Re: Functional Flocking Quadtree in ClojureScript
#12I think the flocking behavior of birds is one of the most entrancing natural phenomena, it's great to see it play out in such an intuitive way here. Is a quadtree generalizable to three dimensions? This looks like so much fun, thank you for sharing, I'm looking forward to playing with this over the holiday.
https://en.wikipedia.org/wiki/Octree
Re: Functional Flocking Quadtree in ClojureScript
#13Note that even without an acceleration structure ("direct summation" in N-body research terminology), a CUDA program or GLSL shader program can exceed 60 fps with 10,000 to 20,000 particles. And a parallel, C/C++/fortran vectorized CPU code can do the same with over 5 thousand.
Re: Functional Flocking Quadtree in ClojureScript
#14Note that even without an acceleration structure ("direct summation" in N-body research terminology), a CUDA program or GLSL shader program can exceed 60 fps with 10,000 to 20,000 particles. And a parallel, C/C++/fortran vectorized CPU code can do the same with over 5 thousand.
FPS is a poor metric anyway, things like this should be measured in frame time instead - but either are meaningless numbers without knowing the hardware it runs on.