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I'm slowly porting my approximate grid SPH simulation to VRChat. It did require few improvements to be stable enough, now its a hybrid neighbor index/particle average grid. Still need to implement d4rkpl4y3r's mip counting sorting method for improved performance.
27,714 Aufrufe • vor 1 Jahr •via X (Twitter)
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The grid now stores the minmax id's of the particles in this cell, its done by rasterizing points with vec2(id, N-1-id) with min blending (to get min and max). If a particle didn't get into this grid, its afterwards additively rasterized into another average particle grid.

But other than that its very similar to my old VRChat fluid sim, except now I can have proper separate particles with their own data that isn't lost (like color in the video) (also I no longer use Custom Render Targets (they are cursed))

cc @shr_id P.S. the (arguably cursed) mip map prefix sum method

@d4rkpl4y3r_vr Дуже круто , кожного разу дивуюсь від того що ви робите

@d4rkpl4y3r_vr That acronym is taken Don't google it

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