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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.

27,760 次观看 • 1 年前 •via X (Twitter)

6 条评论

Mykhailo Moroz 的头像
Mykhailo Moroz1 年前

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.

Mykhailo Moroz 的头像
Mykhailo Moroz1 年前

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))

Mykhailo Moroz 的头像
Mykhailo Moroz1 年前

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

Ivan Bozhenko 的头像
Ivan Bozhenko1 年前

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

Nuance 的头像
Nuance1 年前

@d4rkpl4y3r_vr That acronym is taken Don't google it

CodeRabbit 的头像
CodeRabbit1 年前

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