AHH can I see the code
You have no idea how long i've been wouking on my version of this
What algorithm did you use
Does each particle go by circle physics/collision? HOW
How do you store the data?
Is it 4 arrays (position x, y, velocity x,y)?
This isn't a proper physics engine. particles are stored as a 2D array with information about their active/idle state, position and vertical velocity. I still need to iron out some glitches but I hope to release soon! :)
There is a limit of 200 active particles. Once a particle becomes inactive (nowhere to go), it permanently draws itself and the memory is freed for another particle.
interesting, I like the idea but it does seems like it could get really buggy, since pixels turn dead
My approach was to split the screen into various sizes
In one dimension a 2x2, then another dimension with 4x4 then 8x8... and so on
And each cell is a boolean value, 1 if there are pixels in that cell and 0 if there are not
With this kind of indexing, i'm expecting high performance, we'll see tho
I'm just using GSPOIT(). I only keep the moving pixels in an array. I'm also drawing to multiple GPAGES and copying them all to one at the end, so the active particles are drawn desperately from the main graphics.