This project just keeps getting cooler every week.
Come see it in person on the Cyclorama in the Cube, *this Saturday!*
Virginia Tech Science Festival, October 8, 2016, 10am-3pm.
Since the last update, we have:
- Made a few new events (datasets that represent a particle collision)
- Made sprites for each of the particles present in those events
- Colored in the pathlines and trails for the particles to be the same as the color of those sprites
- Optimized, optimized, optimized! Runs at 60FPS!
- I dumbed down the mesh to only be about 100 objects instead of many many thousand. We get some depth sorting issues with transparency still in certain situations, but it’s way better than it was originally and there are no frame rate issues when doing it like this.
- I cleaned up the particle controller code to eliminate generic lists, remove unnecessary GetComponent calls, and do better OOP. That was a dramatic FPS improvement
- The purchase order for the FastLineRenderer package from the Unity Store finally went through, and so now I’m rendering the 200k+ lines of the paths with that. When I do that, the lines are made into a mesh, which is the a single super fast draw call. That was also a dramatic FPS improvement.
- Probably some other stuff too I’ve forgotten about…
- Also! Tanner is working on the sound element now, and is getting the basic framework in place. It’s super exciting hearing that come together.