diff --git a/include/particle.h b/include/particle.h index 0e22ff7..c18b6fd 100644 --- a/include/particle.h +++ b/include/particle.h @@ -63,7 +63,7 @@ Particle particle_init(Vec3 position, Color color) { p.color = color; p.velocity = {0.0f, 0.0f, 0.0f}; - p.life = -2.0f; // INFO: Imorta + p.life = -2.0f; // INFO: Imortal p.dampening = 0.9f; p.radius = 0.05f; return p; diff --git a/psystem b/psystem index d09cbad..74fd204 100755 Binary files a/psystem and b/psystem differ diff --git a/source/main.cpp b/source/main.cpp index 1eb2eae..2f2b8fa 100644 --- a/source/main.cpp +++ b/source/main.cpp @@ -22,8 +22,8 @@ const char VERTEX_SHADER_SOURCE[] = "./source/shader/vertex.glsl"; const char PROGRAM_NAME[] = "Particle Sim"; const unsigned int THREAD_COUNT = 1; -const unsigned int SCR_WIDTH = 1920; -const unsigned int SCR_HEIGHT = 1080; +const unsigned int SCR_WIDTH = 2560; +const unsigned int SCR_HEIGHT = 1440; const char *glsl_version; const unsigned int PARTICLE_COUNT = 3; @@ -220,7 +220,7 @@ int main() { if (particles == NULL) { snprintf(errLog, 128, "There was a issue allocating memory for the particle list\n"); } else { - particles[0] = particle_init({1.000001f, 1.0f, 0.97f}, {1.0f, 0.0f, 0.0f, 255.0f}); + particles[0] = particle_init({1.000001f, 1.0f, 0.994f}, {1.0f, 0.0f, 0.0f, 255.0f}); particles[1] = particle_init({1.0f, 1.2f, 1.0f}, {0.0f, 1.0f, 0.0f, 255.0f}); particles[2] = particle_init({0.99995f, 1.4f, 1.004f}, {0.0f, 0.0f, 1.0f, 255.0f}); } @@ -293,7 +293,7 @@ int main() { for (int i = 0; i < THREAD_COUNT; i++) alive_count += thread_params[i].alive_count; - collision_update(particles, alive_count, 0.06f); + collision_update(particles, alive_count, 0.7f); // Render glClearColor(0.03f, 0.03f, 0.03f, 1.0f);