I would like to share with you all my DX11 competition entry. It’s called Fluidity.
As you might of guessed from the title, its a fluid simulation. Most of the heavy work is done inside the compute shader (IE. all of the physics and ray-marching) with the odd exception, such as depth composition and sorting.
Multiple simulations can be run (although I only expose controls for the main attraction in the GUI) and multiple renderers can be run (for example, the four small fluid emitters in the center all share the same simulation, but each have their own renderer). Also, simulations can be linked to motion or animation (like the fluid emitter that orbits the scene).
Also, as a little bonus, I have added in my voronoi destruction stuff to show how the raymarch rendering works in a dynamic environment.
It’s something I have been working on for a while but this competition has really pushed me to get it finished and looking great! And I’m fairly pleased with the results, so without further delay (and without getting too technical), here is my finished build :
This is great. I’m amazed by most of the submissions for the dx11 contest. Imagine combining all of our efforts into one game! A game with super realistic fluids, millions of particles, advanced lighting, “constructing” geometry, advanced displacement maps, and inifnite terrains .
Put all all our stuff together, and we could give UE4 a run for it’s money. Unity could really use its own “Elemental Demo”. Though I suppose that is the point of this whole contest.
You planning on sharing/selling that vornoi destruction module (is that happening dynamically in unity, or is that phys-baked from another package?) I’d buy it in a hot second (assuming its generating new UVs)
It is dynamic, based on mouse click ray. It’s something I worked on a while ago. No UV though. Shouldn’t be too complicated to add though… Maybe I will do this at some point!
Super awesome, I really hope after the contest is over a lot of the participants put their projects on the asset store, would be amazing to look around at how they did things.
I’ve downloaded the demo, but sadly the screen is entirely pink/magenta. The gui is visible however.
Odd: I have a dx11 supporting card (since i can run unity in dx11-mode or games with dx11 without problems)…
This is the most amazing thing I have ever seen on these forums. This blows the Unity DX11 explosions out of the water. Will this be released on the asset store?
Can you post the log file to me? I’d be more than happy to fix it for you!
I’m sure you know where to find it, but just in case, look in the fluidity_Data folder (next to the executable) and locate the output_log.txt file. Then just PM the contents to me. I will fix it tomorrow for you (as it’s a Friday, and programming after a few beers is never a good idea, really).
PS. Think I just found a bug on the forums, the mrgreen smiley doesn’t seem to work in the post preview. (At least for me it doesn’t)