hi,
starting with a distributed point geometry on surface helps a lot.
still improving definition. i will report any goals, jj.
thanks v m.
On Jan 5, 8:26 pm, daniel piker <
danielpi...@gmail.com> wrote:
> Hi Dani,
>
> I think 2000 points will be a bit of a struggle with this definition as it
> is at the moment, (but maybe possible with some patience).
>
> This is particularly because its complexity is O(N^2) - because all
> particles have to interact with each other, so you have around 4 million
> force calculations per iteration.
> The cutoffs help a little (because above this distance it avoids calculating
> a costly square root), but it still has to check all of them.
>
> If there was some way you could start with a somewhat reasonably distributed
> point arrangement, and optimize that using only force connections between
> points and their immediate neighbours it would be *much* lighter. Maybe you
> could distribute a smaller number of points, and then use them as the basis
> for the starting arrangement of the larger number through some sort of
> subdivision.
>
> Another thing that is sometimes very helpful when dealing with very large
> heavy simulations in kangaroo is to not use the timer at all, but just set a
> high value for Subiterations. this calculates intermediate iterations
> without drawing them to screen, so can be significantly quicker.
>
> There are computational techniques for improving this sort of thing (like
> Barnes-Hut), which I may some day have a go at tackling but probably not
> soon. Another thing that could help a lot would be if we can thread or
> multi-thread the code, which is definitely something I'm hoping to to do.
>
> Daniel
>