The progress over this Liquid simulation using compute shaders in Defold is astonishing - it has now a translucent shader for the liquid, just take a look:
#MadeWithDefold #gamedev #physics #computeshaders #simulation #liquidsimulation #indiedev
The progress over this Liquid simulation using compute shaders in Defold is astonishing - it has now a translucent shader for the liquid, just take a look:
#MadeWithDefold #gamedev #physics #computeshaders #simulation #liquidsimulation #indiedev
Defold user Ivan Lytkin shared an #opensource liquid simulation experiment inspired by @sebastianlague videos, and powered by compute shaders in Defold.
๐ง Check out the current status of the project:
https://github.com/abadonna/defold-compute-examples/tree/main
#MadeWithDefold #liquidsimulation #physics #gamedev #indiedev
Hirokazu Yokohara (@Yokohara_h)
Runway Gen-4.5๋ฅผ ์ฒ์ ์ฌ์ฉํด ๋จ์ํ ์ก์ฒด(๋ฆฌํด๋) ์์ ์์๋ฅผ ์์ฑํ ์คํ ๊ณต์ ํธ์์ ๋๋ค. CG๋ก ๋ง๋ค๊ธฐ ์ด๋ ค์ด ์ฅ๋ฉด์ ํ ์คํธ/๋ชจ๋ธ ๊ธฐ๋ฐ์ผ๋ก ์์ฝ๊ฒ ์์ฑํ ์ ์์์ ๋ณด์ฌ์ฃผ๋ ๋น๋์ค ์์ฑ ์ฌ๋ก์ ๋๋ค.
Testing ideas for my #LiquidSimulation. The data structure to represent liquids in memory stores horizontal liquid slices, which are simply slices of 1m height that can have any shape seen from the top, encoded as an image with 1 bit per pixel.
As liquid quantity increases, a slice can grow lateraly (if not blocked by surrounding terrain), to simulate spreading of the liquid.
What wasn't implemented yet is, if the liquid quantity decreases, then the slice should shrink.
Attached: 1 image I've improved a few things and fixed bugs, and now dynamically modifying the terrain correctly impacts the liquid simulation. Still a lot of things to improve. Rendering something that actually looks like water, adding the pressure system, allowing slices to shrink when liquid level is low, fixing bugs...
I've been working a bit more on #LiquidSimulation for my game, and I'm starting to be happy with the results.
My objective is to simulate rivers and lakes on a "large" world (20km x 20km), and allow the player to modify the terrain, build dams, locks, underwater buildings... This is a 3D simulation, which includes the possibility to make underground rivers (communicating vessels), etc.
As you can see, rendering is ugly for now (not my focus yet)
Still playing with #LiquidSimulation and #Godot here, but this time in 3D and at a much larger scale.
It's becoming interesting, but still not sure this could work for simulating #water for the whole world (rivers, lakes, and the player could change it all by building dams, digging tunnels, etc.)
There are still many issues to solve, and at this stage the ugly rendering is just a debug visualization of the simulation state.
The library I'm developing for this is #OpenSource (but not ready ๐)