Currently, a 32-bit identifier (signed int) is used for particle ID in the
AbcGeom Points schema. This breaks quickly, as there's only 4.3 billion of
them to go around. That sounds like a lot, but as particle ids are usually
unique to a particle across a simulation, rather than at a single sample, if
you have a sim with a few million particles that are being born and dying at a
rapid rate, in a few hundred frames you exhaust this pretty quickly.
Because this is a binary-data-compatibility issue, it is in 0.9
Original issue reported on code.google.com by ard...@gmail.com on 16 Nov 2010 at 11:03
Original issue reported on code.google.com by
ard...@gmail.com
on 16 Nov 2010 at 11:03