I was going to have the night off my project, but I thought I should try and get some work done on it. Before giving up on collision detection as a means of rendering my blood, I thought I’d give it one more shot.
I Firstly did some experiments in flash, However with it’s current processing power, Flash can’t handle the volume of particles I’m going to need in order to create the desired effect ( Flash Player 10 ? Perhaps ). Rather, it can’t support the calculations I need to perform *on* the shapes.
I thought I’d switch over to Processing, and see what it can do. Using a combination of the traer physics library, and a bit of patience, I made an applet which can happily render 500 particles, and calculate collisions on each one maintaining a decent speed fairly constantly ( hit around 600/700 and it starts to slow ).
You can have a look at the applet here : http://tenfiftyfour.com/akAGames/week1/experiments/applet/
However after completing this, I’ve had another idea.
Rather than doing collision detection on individual particles, I think I’ll scrap that idea. Instead I’ll move back and attempt one of my original ideas, before examining non-particle-based routes. Sorry for the disjointed nature of the post – it’s a bit late, I just felt I should post something.