Beta 1
Latest Beta: LiquidVoxels Beta 1.01 (updated with Uniblocks support)
Latest Demo exe: LiquidVoxels Demo1
Due to the delay in the full release, I’ve decided to send out a beta.
The new features in this beta are:
- Lots of bugfixes.
- New Inspector for LiquidVoxels object.
- Regions have been internalised, you can control some aspects but that’s all that’s needed.
- Pausing/Un-Pausing Simulator
- Pausing/Un-Pausing Regions (simulator still logs and gathers FPS details but doesn’t tick the data).
- Support for: Cubiquity, Voxwel, Uniblocks (Experimental), PixelWorld(Experimental),
Experimental = Partially working, may be terrible performance or really really buggy. Wanted to include the interfaces in the hopes that others have a go at making them better too!
Uniblocks setup can be found in this post.
Also, read the Readme - Install instructions please, it tells you how to install it and what the main classes are.
There’s a video walkthrough on setup here: LiquidVoxels Setup
Where to post ideas and get help.
I’ve created some support forums and a Ideas voting box (similar to Unities) over here:
https://liquidvoxels.userecho.com/
Please use that for posting ideas or for getting help.
Halp! Something is wrong, halp me!
Go to https://liquidvoxels.userecho.com/
Things are going to be broken, a lot. Please tell me so I can fix them.
When telling me something is wrong the following information is incredibly useful:
Unity Version
Plugin Version
Exact Error
How you produced it
What you were expecting.
Will there be cake?
OMG! Why are you ignoring me?! Seriously?!
I’m not, truly I value your input, feedback, bugfixes and conversation. I live in Australia which means I am not going to be around in prime time Europe or America. I will respond and give feedback as often as possible, but please be patient as due to timezones I’m just not going to be around when most of you are. Sorry
Liquid Voxels, what is it?
Liquid voxels is a liquid simulator (water to start with) for unity3d. It uses the term “voxels” because it’s initially developed for cubic voxel worlds, but it is being extended to isosurface/smooth style voxel worlds as well.
Why is Liquid Voxels different to other water simulators?
Under the hood, most simulators sample your terrain via ray casting or using the physics collision system in unity. Others aren’t a water simulator at all, they are infact very good shaders on a plane.
Liquid in LV interact with your worlds using a 3 dimensional array, mapping values from the game world into the simulators 3d array. This means that there are no collisions or raytracing occuring; it’s all data interactions that are then visualised via renderer plugins.
Features:
- Reacts to changes in environment in real time.
- Falls downwards realistically.
- Interfaces with voxel engines via custom interfaces, allowing it to be very compatible.
Answers to common questions:
Will source be included: Yes
Price: Will be in the $10 - $20 mark I think.
Media:
Ell