change to dynamic allocation as array gets stack overflow
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@ -2,6 +2,7 @@ const std = @import("std");
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const rl = @import("raylib");
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const rl = @import("raylib");
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const rg = @import("raygui");
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const rg = @import("raygui");
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const pr = @import("primitives.zig");
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const pr = @import("primitives.zig");
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const allocator = std.heap.page_allocator;
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var prng = std.rand.DefaultPrng.init(124346556);
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var prng = std.rand.DefaultPrng.init(124346556);
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@ -85,8 +86,8 @@ pub fn main() anyerror!void {
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var posx : i32 = 0;
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var posx : i32 = 0;
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var posy : i32 = 0;
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var posy : i32 = 0;
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var p1 : [5000]Particle = undefined;
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const p1 = try allocator.alloc(Particle,5000);
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for (&p1) |*p| {
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for (p1) |*p| {
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xrnr = rand.float(f32);
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xrnr = rand.float(f32);
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yrnr = rand.float(f32);
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yrnr = rand.float(f32);
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p.* = Particle{.velocity = .{.a = .{.x = 1,.y = -3}},.acceleration = .{.a = .{.x=xrnr,.y=yrnr}}};
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p.* = Particle{.velocity = .{.a = .{.x = 1,.y = -3}},.acceleration = .{.a = .{.x=xrnr,.y=yrnr}}};
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@ -125,7 +126,7 @@ pub fn main() anyerror!void {
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else =>{},
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else =>{},
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}
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}
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}
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}
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for (&p1) |*p| {
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for (p1) |*p| {
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p.update();
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p.update();
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p.applyGravity(2);
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p.applyGravity(2);
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if(p.position.a.x >= -(screenWidth/2)){
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if(p.position.a.x >= -(screenWidth/2)){
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