Hi
First thoughts:
- could you split your noiseVal into noiseValX and noiseValY, and make each of these different values?
- I'd be tempted to try randomising those values:
Code:
float noiseVal = noise(p.loc.x * random(0.01), p.loc.y * random(0.01), evolution);
- research into turbulence might show that it affects in all directions - you have it acting in only one x and one y direction, so something like this might be more realistic:
Code:
float noiseVal = noise(p.loc.x * random(-0.01, 0.01), p.loc.y * random(-0.01, 0.01), evolution);
or, since I loathe magic numbers:
Code:
float noiseVal = noise(p.loc.x * random(minNoiseX, maxNoiseX), p.loc.y * random(minNoiseY, maxNoiseY), evolution);
- and if p.loc.x refers to its location, adding rather than multiplying by the noise value might be more appropriate, otherwise the further to the bottom right the particle is, the more it is affected.
Any help?
I'd be interested in seeing the finished code when you're done.
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