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2017-01-18*: move source into src/ subdirVito Caputo
Restoring some organizational sanity since adopting autotools.
2017-01-10*: preliminary autotools adoptionVito Caputo
Builds were getting too time consuming, autotools is a very simple way to get incremental builds without having to dick with Makefiles myself.
2017-01-07sparkler: stop scaling gravity vector every particleVito Caputo
vestigial deficiency from variable gravity experiment also reduced gravity, the results seem more aesthetically pleasing.
2017-01-07sparkler: don't age or sim on empty children eitherVito Caputo
More of 86bc322, eliminate per-particle unnecessary calls
2017-01-07sparkler: add per-bsp (last) lookup cacheVito Caputo
This is a trivial optimization which makes a substantial difference. When we're doing things like explosions, thousands of occupants get added to the bsp tree at the exact same position. Without the lookup cache we end up traversing the octree down to its maximum depthrepeatedly, because the bv containing the explosion is of course full and maximally deep. Now explosions don't need to spend a bunch of time in the octree just to keep locating the same full bv the explosion occurs in.
2017-01-07sparkler: remove unnecessary cast to floatVito Caputo
2017-01-07sparkler: don't _particles_draw() empty childrenVito Caputo
trivial per-particle savings
2017-01-07sparkler: move page clear before all particles opsVito Caputo
2017-01-07sparkler: prefer *.5 to / 2Vito Caputo
Multiplies tend to be less costly
2017-01-07sparkler: fix parens typo in draw_pixelVito Caputo
Stride needs to be considered as part of width, this is wrong, funnily none of my test systems exposed it.
2016-12-13sparkler: introduce a particle systemVito Caputo
A while ago I made this particle system on SDL, and had the beginnings of an octree implemented within it, but never finished actually using the octree to accelerate the proximity searches. This now has the octree completed and of course more particle interactions now that neighbors could be found more quickly. The simulation somewhat resembles a fireworks display. Every particle is drawn as a single pixel. The visual effect is dominated by spontaneously spawned rockets which explode into thousands of particles accompanied by bursts that thrust particles away from the explosion radially in an expanding sphere resembling a shock wave. When the shock wave happens to strike another rocket, it explodes, resulting in another shock wave. This can produce spectacular chain reactions, so it's worth running for some time and seeing what transpires.
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