Explain what is so significant about this "glitch"? What long-term and short-term complications will this cause for projects? Because we've dealt with it for a long time and nothing went wrong with it.
Explosives are actually pretty close in tpt. It's a rapid release of energy, aka pressure and fire... So stop bitching, explosives are NOT instant in real life, they may seem instant, but really, it's just too quick for us to process.
Okay, this is probably the 1000th time ive said this but i'll say it again... TPT - as with many other things - is calculated left>right, up>down, so it goes faster when going down as opposed to up. There is no real way to fix this, as the particles have to be calculated somehow, i guess the best bet would just be to have really fast processing power.
They appear that they ARE calculated at the same time, but only when lit from one side. Any other side caues them to be calculated at different times. That's what's so strange about it. I thought the process was like in pseudo-code.
1 read the particles from the screen into an array. 2 using the values from the first array as input, calculate all changes to occur based on the rules for the different particles and write these values into a new array as they are calculated. 3 write this new array to the screen after all calculations have been done for the current frame. 4 goto 1.
Each frame therefore contains the changes for ALL particle positions as they should be for a given frame.