Ray casting is extremely inefficient, but makes real world graphic effects, are you planning on implementing reflections, where rays will bounce off the 3d object until it hits a solid object
Call it salt salt x)
I used to love sugar sugar
Now in sugar sugar you can mix different materials, so you should try to figure out a solution to that, it seems pretty difficult with your approach, it might not be possible
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
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)?