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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.

27,732 просмотров • 1 год назад •via X (Twitter)

Комментарии: 6

Фото профиля Mykhailo Moroz
Mykhailo Moroz1 год назад

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.

Фото профиля Mykhailo Moroz
Mykhailo Moroz1 год назад

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))

Фото профиля Mykhailo Moroz
Mykhailo Moroz1 год назад

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

Фото профиля Ivan Bozhenko
Ivan Bozhenko1 год назад

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

Фото профиля Nuance
Nuance1 год назад

@d4rkpl4y3r_vr That acronym is taken Don't google it

Фото профиля CodeRabbit
CodeRabbit1 год назад

AI-first pull request reviewer with context-aware feedback, line-by-line code suggestions, and real-time chat.

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