Shadama: A Particle Simulation Programming Environment
tinlizzie.org
tinlizzie.org
You can have much more fun with something like BPP [1] or Blender's physics modules [2].
[1] https://github.com/bullet-physics-playground/bpp
[2] https://docs.blender.org/manual/en/latest/physics/index.html
The problem with this strategy is that you accumulate errors and the results are a function of the floating point representation. Your universe big bang simulation might give you a steady state for floats but implode for doubles aso. Also, checkpointing your results and restarting from the persistent state might make the simulating go somewhere else (which is how Lorenz discovered chaotic systems iirc).
Anyway, proceed with caution.
ok. I have spent way too much time thinking on this, but ever since I was writing my own engines and modellers (before 3ds max, blender and unreal engines existed), I've always expected realism of 3D to be a thing -- and to a large extent it has become that... but the 3D modelling is still taking some serious shortcuts imho, and particle systems -- although really cool -- are not really addressing realistic models of organic life, despite them being used in that way for landscapes.
So, although I encourage any and all work in this area, I hit a mental bump when I read this article, because it seems that particle systems have become too much of a thing, at least to me, and it might be hindering a next gen of organic modelling. I find it ironic that great leaps have come in material handling: modelling skin, as well as Physical Based Materials (eg Blender's new eevee renderer), but fractalish/ high poly natural organics are stuck back in the 90's. Is there someone working in this space that I've not come across perhaps?
So PBR is widely adopted because it increases realism for little additional cost.
More advanced grass simulation would of course be possible but the cost/benefit return is debatable. Particle systems are widely used because particles are a useful abstraction for simulating all kinds of materials and because they can be efficiently solved using vector processing techniques and GPUs.
> The basic execution model follows the tradition of StarLogo and its "turtles and patches" abstraction.
StarLogo was an influence on NetLogo[0]:
> The NetLogo language and environment differ in many respects from MIT StarLogo's. Both languages were inspired by the original StarLogo, but were redesigned in different ways.
[0] http://ccl.northwestern.edu/netlogo/2.0.0/docs/faq.html#diff
Can you tell me which page you get the cert problem? It's been up to date and I don't see a problem.