# Particle Physics Simulator

## Bug fixes and more in 3.2.4

New bugfix version of Particle Physics Simulator for Android (v3.2.4)

We just released the new bugfix version (3.2.4) which fixes the following bugs (all of them reported by Keith):

• Repel touches were off in big simulation area mode.
• Zooming multitouch acted as a single touch when first finger was lifted.
• Particles got stuck on wall ends.
• Additionally, the maximum number of walls has been increased from ten to fifteen.

## Version 3.2 out now

New feature version (v3.2) of Particle Physics Simulator for Android!

The new feature version 3.2 of the Particle Physics Simulator brings some new exciting features. I’d like to thank Keith for some cool suggestions. Let’s see the new features:

• Tail length can now be set to short, medium and long. A short tail increases performance but ain’t that cool. Useful for slow devices, mostly.
• Static particles can now be created. The shooting button now cycles through particle, antiparticle and static particle. They are displayed with a cross.
• Gravity level can be set now to zero so that the app can now simulate pool-like scenarios (in combination with elastic collisions), which is kind of cool.
• Simulation can be paused using top velocity bar. This may be useful to set up a configuration from scratch without having particles moving around.
• Finally, initial particle sizes can now be set to extra small, small, medium, large and extra large. It may come in handy in tabs with big screens.

## Particle Physics Simulator 3.1.4 in action

New video with version 3.1.4

I just took a new video of the newest version of Particle Physics Simulator (3.1.4) in action running on my Motorola Milestone. The phone is kind of old for today’s standards (600 MHz Cortex-A8 CPU, PowerVR SGX530 GPU, 256MB RAM) but the frame rate is stable at about 30 FPS regardless of the number of particles. I’d say the performance is fine for the first time since the migration to OpenGL ES in v2.0.

## Particle Physics Simulator 3.1 just released

New version 3.1 out now

In the basic direct method each particle’s force is calculated directly applying Newton’s second law of motion, where given initial positions $q_i$ and velocities $\dot q_i$ for the $i$ particles, we can get the forces with: