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carving on
Just about two weeks outside of the development of XRhodes, and it was a real pain to get back into it. But I managed to. First, I've quickly refactored the Shape system. Again. A lot of magic had gone through the window, but it's the simplest and probably the most efficient now. It's only that it incurred more coding than the previous templatized versions. Oh well.
More importantly, I've brought the Particle System up to scratch. Nothing to be published yet -- the performance implications are quite shocking, or so I guess: with 1024 textured particles the 1500 FPS performance drops below 300 FPS without sublime collision calculations for particles, yet. On the other hand there might be no circumstance where 1000 particles need to be present on the screen simultaneously (and 300FPS is still nifty on its own). So we will see.