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Using GPT-6 Astra I was able to quickly protorype a sparse grid allocator fluid simulation for VRChat using my specified architecture, but honestly as cool as it is its absolutely overkill for VRChat. Isosurface ray tracing could be done here, but its too complex to work with.

41,365 views • 1 month ago •via X (Twitter)

31 Comments

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

There are easier approaches for sparse particle simulation without needing to allocate grids, like hash grids, that would work just fine here and be not much more complex that the dense grid version from the last post.

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

The only gripes I have is that without having voxels with density you cant really cheaply do smooth surface rendering and ambient occlusion. I will try doing it with particles only, but I dont have many expectations

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

I could shoot rays per particle and sample particles directly, not sure how fast that would be. And getting smooth normals would also likely require sampling particle neighborhood per fragment, might be too slow to be worth it.

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

Also no I DONT LIKE screen space methods, screen space bilateral blur for fluids looks ugly in my opinion, its artifacts are nasty in some cases. So I'm trying to circumvent using it as much as I can

Insert Name's profile picture
Insert Name1 month ago

Oh your using ai :/

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

Honestly I wish AI didnt exist, but unfortunately it does, and unfortunately it is currently the fastest way to develop things, and also the most infuriating and brain damaging way to develop things...

VRUnderground's profile picture
VRUnderground1 month ago

How is this on performance?

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

Its decent, but around 25% slower than the non-sparse version

Engineerisaac🦊's profile picture
Engineerisaac🦊1 month ago

@VRUnderground This is incredible use of AI i love it so much

VRUnderground's profile picture
VRUnderground1 month ago

@Michael_Moroz_ Agreed! Hats off on this incredible work

Superfluff's profile picture
Superfluff1 month ago

Holy what? How? I struggle to get gpt help build me a point cloud shader that reads depth and position from DA3 video 😭 - I heard Claude outperforms on udon compability so would this actually run in vrc ?

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

You actually need to understand what you are building with these tools, they cant really make anything good by themselves without kicking them every 10 minutes 😑

Rollthered's profile picture
Rollthered1 month ago

YESSSSSSSSSSS YEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS gg wp

A's profile picture
A1 month ago

Please share code nonetheless...

AI Mastery Guide's profile picture
AI Mastery Guide1 month ago

overkill but still cool

Satish G's profile picture
Satish G1 month ago

Lovely way to use frontier models! Keep it going!

TheBigBrosky's profile picture
TheBigBrosky1 month ago

I’m curious if it does well when trying to make models for VRChat 🤔

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

I kinda doubt it... these models are not there yet

Chris Birke's profile picture
Chris Birke1 month ago

Some people still think they're gonna be hand programming things...

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

i wish I wasnt tbh im losing braincells when using these tools

Chris Birke's profile picture
Chris Birke1 month ago

ikr...

Ridouane-999's profile picture
Ridouane-9991 month ago

Which engine did you use for this pls ❤️‍🔥

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

VRChat is based on Unity

Ridouane-999's profile picture
Ridouane-9991 month ago

Thank you 🙏

Mykhailo Moroz's profile picture
Mykhailo Moroz1 month ago

huh

EDDY VU's profile picture
EDDY VU1 month ago

Direct particle raymarching in stereo VR will tank frame times with divergence. A coarse local SDF might be the only way to get smooth normals without screen space blur.

M DAS | COBOX's profile picture
M DAS | COBOX1 month ago

That’s the real unlock: AI making complex creation accessible. 🚀

A-Shanの余談_GibBoo's profile picture
A-Shanの余談_GibBoo1 month ago

The sparse-grid allocator is doing a lot of work here—the surface stays coherent while the VRChat scene remains readable. A technically overkill prototype, but a very convincing one.

imoutoftokens's profile picture
imoutoftokens1 month ago

curious how this holds up once a few avatars join the room — have you tried it in a busy instance yet?

Preyforge's profile picture
Preyforge1 month ago

I preserve the exact failure text before fixing; it tells me which part of the abstraction is lying when a lovely simulation turns into soup.

BlueGodDog's profile picture
BlueGodDog1 month ago

Is there a link to visit it?

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