NBODY SOLAR

aabouche

Algorithm

Particles are rendered to the screen using GL Points. Their locations are stored in a texture object during two generations. Each frame, these two textures are switched. The 'past' locations are replaced by a new location. Each particle is drawn at its new location. The new location for a particle is calculated by adding up accelerations that result from the force of each other particle. The program uses image units to store and load the locations of the particles inside the location textures.

Post process

If you hit b, you get a cool box blur effect. Hit b to disable it again.


If you hit s, a sharpen filter is applied to the image. Hit s again to disable it.