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**Description**
When dumping the interchange to GROMACS format, too many atom types are created. This is completely fine in terms of compatibility with GROMACS, but it is causing huge memory pressure…
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While it does have cooperative elements via yeilding sub vms, the language has no concept of threads or parallelism.
How might such a thing be possible or beneficial in ulox?
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Has anybody thought of creating a game physics engine with this as all CPU based physics engines are slow for javascript.
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I have used the macro `@showprogress` for displaying the progress of a long computation, which looks like the following:
````
@showprogress for i_S in 1:TB.N_S
IMPACT_Ang = S_GRID…
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Yes this is definitely faster, especially as the immediate performance boost was apparent even without a release build which was required before!
The updated collision check system is: -
```rust…
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The algorithm used is pretty good, but falls apart over time due to mounting truncation errors. This is most visible on the solar system model where, if one waits for a few years, Mercury noticeably d…
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Need tests for every function I can, **high priority**
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Hi! I'm was searching for a javascript 2D physics engine with SPH support, but I only found cannon.js which is for 3D. I would like to know if it's possible to use cannon.js with 2D game engines like …
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just a thought, but would it makes more sense to allow render function to allow verlet to be much deeper. easier in some respects, since it would go in the same way that most kha things go?
just a th…