My question is a general implementation question about using the octant search tree method to give a spacial feeling to a grid of several points and then perform a search to find all the neighbours within dx distance and pair them up. I spent a whole day writing it and it works much faster than linear searches and it generates correct results, but here's the downside;
"What happens when the particles begin to move?"
Unfortunately I realised this after I had spent some time on the implementation. This means I would have to set up the methods grids again after each step. This is not practical since the bulk of the run-time is for setting up the grid.
So my question is;
"Have I done something fundamentally wrong in the use of the method or is Octant search methods just not suitable for meshfree simulation?"