It only took two weeks, but I sorted out (almost) all the kinks with bullet physics. Check it out:
I just wanted to post a quick sneak peek of what I’ve been working on this past week: integrating bullet physics. Below is just a test, it doesn’t use the full particle system yet (so the framerate suffers greatly due to the naive method used for drawing cubes).
Check out the physics library here: http://bulletphysics.org
This update adds the ability to create shapes using a particle collector. The physics for each particle is calculated independently for individual destinations; they do not need to have the same destination. This allows me to specify any number of destinations, which can be moved independently. Because the physics system takes care of tweening between positions, the collector destinations can jump from place to place, and the physics will result in a fluid animation.
Well, it turns out I was able to guarantee the destination of particles by a deadline. This requires a little bit of cheating; as the lifetime of the particle advances, the velocity vector dictated by the physics is blended with a velocity vector of the same magnitude pointing directly at the destination. This, in combination with a maximum velocity can virtually guarantee that the particle will hit its destination by a specific time. If the velocity vector is blended to point directly at the destination by half the lifetime, and the forces acting on the particle only contribute to increase the velocity towards the destination regardless of its position, then the particle is guaranteed to hit the destination by the end of its life.
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