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unreal engine 5 n-body playground for learning blueprints und ue5

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TODOs:

  • replace b2.. (Box2D) types from source with UE types

    • b2Vec --> FVector
    • b2ParticleHandle --> void*
  • find data or functions of engine for position mass and which handle

  • check how constants are exposed from c++ to UE

  • define interface for bodyhandles array and position array and mass array and how to store it efficiently in the setup of tree - [ ] maybe try niagara for oirganizing the particle system

  • check if call in blueprint works with setup and step loop

  • add third dimension

    • extend tree with upper and lower quads
    • check distance calkulation
    • check center off mass calculation
  • check for dynamic radius

  • check for dynamic mass

Feature ideas: Manipulation Tool (gun slingshot Osmos orbies ) Preview trace Escaped particles Fuse unfuse

Testing:

  • check impulse preservation
  • check null pointer

UE git setup from:

https://github.com/MOZGIII/ue4-gitignore/

quadtree concept implementation:

stolen from https://code.google.com/p/kyle/

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