In my last post looking at particle systems using ActionScript Workers, I mentioned the lack of any neighbour searching algorithm. So, I thought it would be interesting to look at that code and implement a spatial subdivision optimisation.
My tinkering with ActionScript workers continues with the implementation of a simple particle system with mutual gravitational attraction. Mutual gravitation is computationally expensive because, in a naïve implementation like mine, every particle needs to reference every other in each simulation step. There are techniques such as neighbour searching to optimise this, but I'm idea rich and time poor, so I haven't implemented any proper optimisations.
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Yeah, well, it's in japanese, but I bet even you, english only speaking and reading visitor, can find the "demo" and "source" links.