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Making a Better Particle Simulation in C++ (Part 2)
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Finally this video is done. Still have more particle ideas planned for the future though! Fluid simulation is next.
I also should be getting a new microphone soon so video quality will improve
A helpful comment about my multithreaded code, by @thesquee1838 :
"One thing to clarify is that std::move just casts to an r-value, which allows for move semantics if they are implemented for a type. You mention perfect forwarding but for that you would use std::forward() with a templated function of that takes in the r-value type T&&. Perfect forwarding has more to do with how types are converted when passed to a function (look up reference collapsing), and allows for the type that is passed in to be conserved and not changed."
Music:
About this video/for the algorithm:
I improve my particle simulation, made in C++ and SFML, by optimizing collision and adding multithreading, and also implement obstacles and the ability to generate images.
Timestamps:
0:00 Intro
0:45 Recap of Part 1
1:27 Optimising Collisions
5:31 Making Images
8:00 Multithreading
12:20 Obstacles
17:28 Obstacle Issues
21:07 Improving Rendering
23:18 Final Result & Outro
I also should be getting a new microphone soon so video quality will improve
A helpful comment about my multithreaded code, by @thesquee1838 :
"One thing to clarify is that std::move just casts to an r-value, which allows for move semantics if they are implemented for a type. You mention perfect forwarding but for that you would use std::forward() with a templated function of that takes in the r-value type T&&. Perfect forwarding has more to do with how types are converted when passed to a function (look up reference collapsing), and allows for the type that is passed in to be conserved and not changed."
Music:
About this video/for the algorithm:
I improve my particle simulation, made in C++ and SFML, by optimizing collision and adding multithreading, and also implement obstacles and the ability to generate images.
Timestamps:
0:00 Intro
0:45 Recap of Part 1
1:27 Optimising Collisions
5:31 Making Images
8:00 Multithreading
12:20 Obstacles
17:28 Obstacle Issues
21:07 Improving Rendering
23:18 Final Result & Outro
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