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Newton integrator vs. gravity engine

 

Hi folks,

What about adding an attribute "gravity" (Vector3r::Null by default) to Newton integrator instead of dragging gravity engine?
It would save one loop on all bodies.

Btw, I see gravity engine is paralellized, did somebody (Vaclav) compare speed? It might be slower in multithreading for such simple operation.

Cheers.

Bruno




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