I have a 2d fluid simulation tool in the asset store ( fluidsim ) and will be adding some newly finished features to it in the next few weeks. But I am wondering what people would like to see added? What script features should I work on next in it.
Check out the video for an idea of what it can do.
Adding “3d” doesn’t really add features that people tend to use, it makes the performance cost increase exponentially and it typically becomes not with it.
My current plan is to integrate code I am currently finishing and then add particle influence support so that the fluid sim can be used to drive particles.
Maybe the best thing to do next would be to setup examples that are more realistic examples than just tech demos…?
Very nice work fellow Seattleite. I’d love to see some more demos. Even more than that, I’d love to see someone actually use this in some sort of puzzle game. That would blow my mind.
A few years ago I coded a real-time Navier Stokes solver in HLSL based partially on Jos Stam’s paper. It worked pretty well, though I never flushed it out to the point where it would really be useful for anything, and I wouldn’t say it was really on par with other simulations based on his papers. I posted a couple of YouTube videos, but that was about it.
@Brian Stone
I hope to post some simple examples of how it could be used in different games, but I am working on a few features first. In particular I want to add a way to use FluidSim to influence particle motion. I am also building a texture painter tool based on the tech I built for fluidsim, I hope to integrate those features into fluidsim to help extend its abilities.
Its funny you mention a puzzle game… in the past I have used this code as Fog in an rts game I was working on. Right now I am working on a puzzle game with a friend that uses the the fluid as a game element. Hopefully we will finish it and it wont end up like the rts. I will post screens once we have something complete.
Very pretty.
In the case of using this for fire or another glowing material, it might be useful to be able to set the color in a High Dynamic Range, so that you can make it glow simply by applying the HDR bloom effect and clever tonemapping.
@RC-1290
Thats a great point, I had overlooked making a full hdr option. I will look into that and see what needs to be changed to make that happen… possibly, not a lot.
As a method until then, I would recommend the fluid output be multiplied in a shader to make it a higher range. the fluid could then be controlled to take advantage of this higher range. Its not perfect, but its similar to many particle rendering methods.
I will look at adding an hdr flag though, thanks for the feedback.
(Nice water work rc-1290, that looks like a lot of fun to play with)