Yes it is a lot of fun indeed

Codehead wrote:
I figured that you'd only need to process a vertical strip the width of the weapon affected area.
Yeah indeed. it's very simple and straight forward. Unlike this beast.
After i finished work last night and didn't run into an immediate wall i was rejoicing. Not so much today.
I was applying some stress tests and i really need to figure out how to further optimize this. I can basically have endless amounts of static particles. More than enough at least.
If it comes to animation only, it seems my current limit is around 1800. A fairly low count really. Not sure what i'm doing wrong here.
If i take collisions into account aswell i can only have 300-400 active particles before frames drop.
I tried a few tiny optimizations here and there, tried to prevent overhead mainly, but that only pushed the limit minimally.
This is a little catastrophe. While around 500active particles might work fine for casual gameplay in a terraria-esque world, it completely annihilates my idea of fluid dynamics (and landslides as codehead mentioned. all sorts of fun stuff).
This is bad news for a tank game aswell. if you shoot a mountain you want it to crumble. It should be a neato techdemo, maybe even a novelty sort of. Not at this point though. I need to figure how to speed things up.
One option will be opencl but i'm a little scared
Anyways, here's what i did today in a nutshell:
http://www.youtube.com/watch?v=qRnYDd_nTss 