96 karma · joined May 9, 2011
1. That memory management doesn't have to be scary with a little forethought, at least for programs where you can set a reasonable upper bound on the resource requirements.
2. That it's possible to structure at least a subset of programs in such a way that error states can only be entered during initialization, and that makes the rest of the program much easier to reason about.
That's interesting and not what I'd expect at all! Is there documentation you could point me to or did you find that out with some tooling? And is there a better way to update attribute buffers for instanced draw calls?
If you go through the architecture doc (which I'm almost done writing), you'll find links to most of the references I used: https://github.com/tsherif/space-shooter.c/blob/master/ARCHI...
Top one, though, would be Handmade Hero: https://handmadehero.org/
1. Stiffness of the cloth depends on the number of particles vs. the number of iterations you do to resolve the constraints (maybe there's a way to speed this up?). So making things stiffer (at the same grid resolution) does take more time.
2. The faster things are moving, the higher the likelihood that that collisions will be missed. You can already see this if you move the ball very quickly, it can pass through the cloth. With higher gravity, I found the cloth would often get pushed through the ball.
If you want to fiddle around with it, you can clone and tweak the physics parameters here:https://github.com/tsherif/picogl.js/blob/master/examples/cl... and the simulation parameters here: https://github.com/tsherif/picogl.js/blob/master/examples/cl...
Here are the two primary references I used: https://viscomp.alexandra.dk/?p=147 http://http.download.nvidia.com/developer/presentations/2005...