Initial import
Convert octtree to work with the vec3. Use vector ops throughout index, and gravity now works properly, as we'd expect
Render points as short lines as I can't get point rendering to work. Position points randomly. Test performance by ramping up number of objects. It looks good.
Introduction of mass. Correction of octtree - update previously didn't work very well and was rather lossy
Rewrote octtree completely. Much much nicer code now, and far less buggy.
By randomly adding to either end of the worklist in findInRadius, we can ensure that we get non biased results when using the limit. This allows us to use a small limit and then ramp up the number of objects substantially. Also, reformat to strip out tabs
firstChild => firstChildId (consistency). Also, don't hammer Math.random - we don't need to. Just have a precomputed list of random numbers which we iterate through
Switch to having explicit nextSibling pointers. Saves repeating maths all the time.
Abstract out gravity
Added spring, did some abstraction, moved general mechanics into physics
Whitespace. And some changes to springs. And the fragment shader changes the blue component to indicate depth.
Move index out of the way
Maintain Javascript model of broker resources, and detect and cope with changes to that model.
render topology
Make physics work
Some abstracting and tidying
Get rid of magic numbers; snap queues as well as exchanges
Renaming only
Add LICENSES file
Track yMax correctly. When we delete things, remember to actually delete them from the octtree too *cough*