Age | Commit message (Collapse) | Author |
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The GLFW window rendering loop used to dispatch the compute shaders was
restricted to 60 FPS. I did not notice this because I never actually
measured the computed lattice updates per seconds in addition to trying
to push the GPU to its limits. Turns out the lattice sizes I commonly
use can be updated 500 times per second comfortably… Now this looks more
like the performance gains promised by GPU computation.
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Internal wall cells need to be disabled to prevent delayed propagation
of the reflected populations.
This is just quickly thrown together - both the visual drawing and the backend's
material handling remain to be improved.
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Improvised on top of computicles's scaffolding.
Works in a world where _works_ is defined as "displays stuff on screen that invokes thoughts of fluid movement".
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