Making a Better Particle Simulation in C++ (Part 2)

Making a Better Particle Simulation in C++ (Part 2)

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Making a Better Particle Simulation in C++ (Part 2)
My code: https://github.com/keyframe41/ParticleSimulation Part 1 video: https://youtu.be/XL8B5nzNEOc Finally this video is done. Still have more particle ideas planned for the future though! Fluid simulation is next. Just like Part 1, this video was based off Pezzza’s Work, so thanks to him: https://m.youtube.com/watch?v=9IULfQH7E90 I also should be getting a new microphone soon so video quality will improve A helpful comment about my multithreaded code, by @thesquee1838 : "One thing to clarify is that std::move just casts to an r-value, which allows for move semantics if they are implemented for a type. You mention perfect forwarding but for that you would use std::forward() with a templated function of that takes in the r-value type T&&. Perfect forwarding has more to do with how types are converted when passed to a function (look up reference collapsing), and allows for the type that is passed in to be conserved and not changed." Music: Odysseus - Wave Ambient Mix: https://www.youtube.com/watch?v=EDEbWVQI7oE glass beach - commatose: https://www.youtube.com/watch?v=T4t1vYNY0mA AcesToAces - memory lane: https://www.youtube.com/watch?v=i3As7wOIJds About this video/for the algorithm: I improve my particle simulation, made in C++ and SFML, by optimizing collision and adding multithreading, and also implement obstacles and the ability to generate images. Timestamps: 0:00 Intro 0:45 Recap of Part 1 1:27 Optimising Collisions 5:31 Making Images 8:00 Multithreading 12:20 Obstacles 17:28 Obstacle Issues 21:07 Improving Rendering 23:18 Final Result & Outro