particles sind langsam bei kleinen inkrementen
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@@ -36,20 +36,21 @@ func main() {
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var particleHeight float32 = 200
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var particleColumnCount int = 10
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var particleRowCount int = 10
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var particleCount int = particleRowCount * particleColumnCount
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var particleRadius float32 = 5
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var particleColor rl.Color = rl.Black
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var gravity rl.Vector2 = rl.Vector2{0, 10}
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//var stepSize float32 = 10
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var particleSpeed rl.Vector2 = rl.Vector2{0, -100} //pixel pro zeitinkrement
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var timeIncrement float32 = 0.1
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var timeIncrement float32 = 0.01
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var particleList = [MAXPOINTS]rl.Vector2{}
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spawnParticlesAsGrid(particleWidth, particleHeight, particleColumnCount, particleRowCount, &particleList)
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for j := float32(0); j < 20; {
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rl.BeginDrawing()
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time.Sleep(time.Duration(timeIncrement*100) * time.Millisecond)
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for i := 0; i < MAXPOINTS; i++ {
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var startTime time.Time = time.Now()
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for i := 0; i < particleCount; i++ {
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rl.DrawCircleV(particleList[i], particleRadius, particleColor)
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particleList[i] =
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rl.Vector2Add(
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@@ -57,13 +58,18 @@ func main() {
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rl.Vector2Scale(particleSpeed, timeIncrement))
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}
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rl.EndDrawing()
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rl.ClearBackground(rl.RayWhite)
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//fmt.Println(particleList)
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particleSpeed =
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rl.Vector2Add(
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particleSpeed,
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rl.Vector2Scale(gravity, timeIncrement))
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j += timeIncrement
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var endTime time.Time = time.Now()
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var elapsed time.Duration = endTime.Sub(startTime)
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var waitTime float64 = float64(timeIncrement) - float64(elapsed*time.Second)
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rl.WaitTime(waitTime)
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rl.ClearBackground(rl.RayWhite)
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}
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}
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