about Brownian Motion

  • Gamewizard71
    27th Feb 2011 Member 0 Permalink
    Brownian motion
    In the real world, physics is always active. There is a constant Brownian motion jitter to all particles in our universe as the forces push back and forth against each other. For a game physics engine, such constant active precision is unnecessarily wasting the limited CPU power, which can cause problems such as decreased framerate. Thus, games may put objects to "sleep" by disabling the computation of physics on objects that have not moved a particular distance within a certain amount of time. For example, in the 3D virtual world Second Life, if an object is resting on the floor and the object does not move beyond a minimal distance in about two seconds, then the physics calculations are disabled for the object and it becomes frozen in place. The object remains frozen until physics processing reactivates for the object after collision occurs with some other actively physical object.[2]
    Physics-based character animation in the past only used rigid body dynamics because they are faster and easier to calculate, but modern games and movies are starting to use soft body physics. Soft body physics are also used for particle effects, liquids and cloth. Some form of limited Fluid dynamics simulation is sometimes provided to simulate water and other liquids as well as the flow of fire and explosions through the air.
  • Dragonfree97
    27th Feb 2011 Member 0 Permalink
    And your suggestion is...
  • Uberness
    27th Feb 2011 Member 0 Permalink
    TL DR
  • Cr15py
    27th Feb 2011 Member 0 Permalink
    I guess this would be possible if we were to create a separate array containing the IDs of the active particles.
  • Dragonfree97
    27th Feb 2011 Member 0 Permalink

    UBERNESS:

    TL DR


    Amen