Euler and Verlet Integration for Particle Physics In this post we revisit our particle system, and have a first look at the Verlet Integration method, which is an alternate method for simulating particle physics. It is in many ways more robust that the regular Euler Integration method that we have employed so far.
Programming Soft Body Physics and Blobs One approach to modeling deformable objects in computer graphics are spring-mass systems: a technique that allows us to bring Soft Body physics to life. Picking up from the particle mesh that we created last time; in this post we'll tackle different configurations for blob-like shapes.
Spring Physics, Particles and Meshes Springs are an integral concept to physics, fundamental components used in many applications, coming to life with Hooke's Law from the 17th century. In this post we have a look at how to code and simulate such springs and extend a previous particle system with them.
A Recursive Circle Packing Algorithm for Organic Growth Patterns In this post we have a look at a simple algorithmic idea that can produce some very interesting organic looking patterns. At it's essence it's a circle packing strategy, but with the added twist that these circles are connected in a tree like structure. 🌳ðŸ¦
An Introduction to Vue Vue is an excellent framework for creating intricate and reactive user interfaces, while maintaining a manageable code base. In this article we cover the core concepts and build a minimal app to showcase Vue's features.
Optimizing Particle Systems with a Grid Lookup and Spatial Hashing In this post we have a look at a method with which we can greatly improve a collision detection system. Using a lookup grid we can greatly reduce the number of required checks between particles. We will also look at some methods to optimize this lookup grid.