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Solar, revisited

Working on a retelling of the Solar engine so that it runs in real-time from microphone input. The original version existed only as renders because I was asking the computer to perform highly processor intensive particle repulsion. Given a mass of particles (10,000+), each particle had to exert a force on every other particle.

 

The original render ran at less than one frame per second. This version, still visually dense and reactive, runs at near 30fps on my laptop. Once the port to Cinder (with some optimization magic courtesy of Andrew Bell) is complete, we expect it to hit the coveted 60fps mark.

 

Still working on the visuals and behavior. Next up, variable size spheres and pushing more of the workload to the GPU.

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Uploaded on October 23, 2009
Taken on October 23, 2009