thanks for your comment.

this is purely 2d, as this was planned for some 2d physics-based game of some sort (but so far i havn’t continued). also i couldn’t effort enough particles to fill a 3d space while running at 60fps.

the collision request is range-based. if 2 particles come close enough they interact proportional to their proximity.

integration of motion is done with a modified euler-method (i dont remember the exact name of it). the only difference to normal euler is that position is updated with the old velocity. then i relax the particle positions and afterwards compute the new velocity from the old and new position.

hope this helps ðŸ™‚ ]]>

what’s the collision request, rangebased?

how did you solve the differential equation of Movement, euler-chauchy?

best regards, nice simulation. ]]>