Trying to get a rough idea how many particles I can simulate
Posted: Tue Jan 03, 2017 7:23 pm
So I've seen lots of youtube videos of physics simulations. A lot of these simulations have lots of particles. 1000's sometimes 10,000's.
Some are blocks (1000's of objects). Some are fluid-like simulations (10,000's of objects).
I am working on a simulation. I've got a long way to go but I've already done a lot of work. Right now my sim works well with about 5000 objects in javascript. That's just doing basic physics (my simulation should have some special if statements and triggering conditions). I need more objects. I need my program to be more efficient. So I need to re-write it in C++.
Here's my main concern. I know I'll get more power, but it would really help if I knew how much my simulation's features would slow down my program. In fluid simulations or basic physics simulations, all objects interact with eachother relatively the same. In the simulation I'm trying to build each particle has unique data associated with. It still has physical interactions, but it stores a record and it has "if" conditions for when certain things happen. Are these unique step-like-functions for each particle going to make my simulation more process-expensive?
It would be impossible to ask for hard numbers, but I Just need a genera idea if this is something that would increase the processing by 100 fold or not.
Some are blocks (1000's of objects). Some are fluid-like simulations (10,000's of objects).
I am working on a simulation. I've got a long way to go but I've already done a lot of work. Right now my sim works well with about 5000 objects in javascript. That's just doing basic physics (my simulation should have some special if statements and triggering conditions). I need more objects. I need my program to be more efficient. So I need to re-write it in C++.
Here's my main concern. I know I'll get more power, but it would really help if I knew how much my simulation's features would slow down my program. In fluid simulations or basic physics simulations, all objects interact with eachother relatively the same. In the simulation I'm trying to build each particle has unique data associated with. It still has physical interactions, but it stores a record and it has "if" conditions for when certain things happen. Are these unique step-like-functions for each particle going to make my simulation more process-expensive?
It would be impossible to ask for hard numbers, but I Just need a genera idea if this is something that would increase the processing by 100 fold or not.