I played a lot with particles since a while with Processing.
I just tested some personal extrapolation of Kyle Mac Donald's quadtree implementation in Openframworks (for 2D) and also Memo's MSAPhysics (3D)
Here is a cheap/light stuff with some moving repellers and ome attractors too.
Now, jit.p.x family.
- are jit.p. implemented with Quadtree/Octree like stuff for collision detections ?
- can we easily use multiple bounds (workarounding deflectors with box) ?
- can we render points only?
I'm very interested by your opinions & experiences here.
I'm trying to build my system for my A/V performance and I'd need flocking, circular movements