Timeline for Is it possible to correctly catch up a particle system simulation based on long delta time between many frames?
Current License: CC BY-SA 4.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 9, 2021 at 18:00 | history | tweeted | twitter.com/StackGameDev/status/1347966372630982656 | ||
| Jan 9, 2021 at 15:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Dec 10, 2020 at 12:32 | comment | added | DMGregory♦ | As Philipp says, there's no one-size-fits-all solution here. But there are solutions to many special cases. To get good answers specific to a case of interest for your game, we'll need more details from you about what one, specific effect you want help fast-forwarding in this way. If the answers you get for that effect don't work for the next, different simulation effect you want to fast-forward, then you can ask a new question about that effect next. | |
| Dec 10, 2020 at 9:01 | comment | added | Philipp | That depends on what exactly you are simulating. For example, when you have a particle system where particles attract particles, then extrapolating that systems state is an np-complete problem which can not be solved in any way except a step-by-step simulation. | |
| Dec 10, 2020 at 8:51 | answer | added | Steak Overflow | timeline score: 1 | |
| Dec 9, 2020 at 19:39 | history | asked | mbl | CC BY-SA 4.0 |