My physics project - with the loads of particles - that John (?) was going to use to debug the caching now crashes Codea when I run it.
Weird. I thought he used it to debug the contacts issue, we thought we solved the slow-down issue. Will have to revisit it, thanks for letting us know.
This has been fixed now — thanks for the report.
(For a temporary work around, just implement the collide(contact) function callback in your code — even if it’s empty it should fix the crashing until the next beta.)
Just tried this - working like a charm! With 200 particles, I still get a decent frame rate (about 40fps). Changing the variation of particle size is nice: with a good spread you can clearly see particles sorting by size (small on bottom, big on top).
I’ll add a bit of friction now to make it more fluid-like.