I was playing the puzzle game Sand Slides on iPad where coloured sands fall from the sand chutes. I wondered how to simulate the movement of sands in such games. Does the program need to simulate each and every particle of sand? If that's the case, that sounds like a lot of computation for iPad CPU. Or is there other strategy to simulate this?
2 replies to this topic
#1
Posted 20 March 2011 - 03:00 PM
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#2
Posted 20 March 2011 - 03:49 PM
If each 'sand corn' needs to act differently to the world, then each 'sand corn' must be an object for itself, which means have it's own physics computation. I would love to hear if there's some other logic too it though.
Since such physics seem to be very small and many, something like a GPU would most likely run it better than a CPU, I have no idea how the iPhone works though. What I mean is a GPU usually has many cores while a CPU has less, but bigger ones.
Since such physics seem to be very small and many, something like a GPU would most likely run it better than a CPU, I have no idea how the iPhone works though. What I mean is a GPU usually has many cores while a CPU has less, but bigger ones.
#3
Posted 21 March 2011 - 02:42 PM
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