Fast nbody algorithms / solutions (with opengl/c++/??) -
I am working on a (C ++, OpenGlip) project where I need a lot of particles If I am right I am called a problem of ninety. Does anyone know which solutions are there for such algorithms?
I know that burning kite algorithm and maybe I can peep around OpenCL, although I'm not just thinking if you use other solutions
the code I will make it very much:
for (int i = 0; i & lt; num_particles; ++ i) {for (int j = i + 1, j and lt; num_particles ; ++ j) dist = distance (particle [i], particle [j]); If the (dist> boundary) {....}}}
kind regards, Pollux
Maximum objects (particles in this case) are ideal for finding maximum distance. If the tree looks balanced, then O (log n)
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