Thanks! I'm glad you like the new one. Previous one was more my fault than YT compression. I don't keep my 4k clips around too long because I always skimp too much on storage so I used a lot of downloaded clips of my old videos. But this one was all fresh 4K recordings :)
Yeah, I think I might need to do a better with my marketing and video editing. But also I haven't really pushed these itch demos too hard because they are still quite unpolished.
Bro! With this technology that you created you could sell for big companies, make some kind of game or cool videos to get more visibility! Congrats! Amazing job! A suggestion for a game, put some villages, and the players need to terraform the landscape to try to save this city from a flood or a river or a tsunami hahaha would be amazing!
the progress on this has been amazing, but i especially like the older, flatter particles (i think these are flattened spheres?). the new cubic ones look nice, and have their own charm, but i really like how prominent the effect was when the particles matched the overall normal of the surface! especially when a flat sheet of water breaks apart into droplets, it really lives up to the name "Liquid Crystal". how difficult would it be to introduce an option to switch between different particle meshes in the future? i would really love to see the old flatter meshes combined with the new shading improvements!
It actually shouldn't be too hard to add an option for it. The elastic material keeps track of deformation gradient and also uses that to produce elastic forces. All I will need to do is remove the extra force calculations. And then I need to add back a mesh shader based rasterizer. I have new ideas for mesh shader culling too.
@@GrantKot I can't wait. I'm playing Rumble now, which is an earth bender simulator, so let's try a waterbender one :D Also sorry if I ask again, cuz my memory is super bad and I tend to forget this kind of stuff. But I'm looking forward to it! xD
I think of voxels as more of a visualization style and there are many different choices you can make with it. Some could use just a single global grid and voxelize everything to that, like the engine by xima. Teardown has local rotations for voxel chunks/particles. Pretty much all I have in addition is that voxels can shear deform. The physics is Material Point Method, yes. Visualization for particles can be done with point cloud, meshing, voxels, all kinds of things. You can visualize Smoothed Particle Hydrodynamics on a single global voxel grid where everything is axis aligned.
1:01 "Tired from war he retreats to [water splashing]..."
Got the point across 😂
damn that looks so much better in 4k
Thank you so much for these demos! Keep up the fantastic work!
Been following along quite some time and these 4K demos nicely showcases the beauty of your genius work!
Brilliant! Much better "camera work" and far better compression results than the previous demo. Love it 👌
Thanks! I'm glad you like the new one. Previous one was more my fault than YT compression. I don't keep my 4k clips around too long because I always skimp too much on storage so I used a lot of downloaded clips of my old videos. But this one was all fresh 4K recordings :)
@@GrantKot Great stuff, and very understandable. But this fresh 4K shows the true quality of your work, and it's a real pleasure to watch ❤
This is amazing. I really wish i was proficient enough in programming to do something like this.
YOU HAD THESE ON ITCH THIS WHOLE TIME?!
Yeah, I think I might need to do a better with my marketing and video editing. But also I haven't really pushed these itch demos too hard because they are still quite unpolished.
Those graphics are top notch.💯💯
Bro! With this technology that you created you could sell for big companies, make some kind of game or cool videos to get more visibility! Congrats! Amazing job!
A suggestion for a game, put some villages, and the players need to terraform the landscape to try to save this city from a flood or a river or a tsunami hahaha would be amazing!
the progress on this has been amazing, but i especially like the older, flatter particles (i think these are flattened spheres?). the new cubic ones look nice, and have their own charm, but i really like how prominent the effect was when the particles matched the overall normal of the surface! especially when a flat sheet of water breaks apart into droplets, it really lives up to the name "Liquid Crystal". how difficult would it be to introduce an option to switch between different particle meshes in the future? i would really love to see the old flatter meshes combined with the new shading improvements!
It actually shouldn't be too hard to add an option for it. The elastic material keeps track of deformation gradient and also uses that to produce elastic forces. All I will need to do is remove the extra force calculations. And then I need to add back a mesh shader based rasterizer. I have new ideas for mesh shader culling too.
@GrantKot could you smooth out the normals of the particles and add some specular to make it seem a lil more realistic?
@@schrimblo Yeah, I will look into this
That water looks so good O_O
So pretty!
0:43 why tho
We all do things we're ashamed of in times of war.
Okay guys, Grant is having a fever dream, everybody out...
I might have already asked, but can you let me play with it in VR? :3
I will try to get in VR soon. First, prioritizing structures and improve static voxels, then a round of optimizations.
@@GrantKot I can't wait. I'm playing Rumble now, which is an earth bender simulator, so let's try a waterbender one :D
Also sorry if I ask again, cuz my memory is super bad and I tend to forget this kind of stuff. But I'm looking forward to it! xD
Rumble looks super cool!
@@GrantKot It is! When you get it, I'll be your rival. Tho get ready to have your shoulders absolutely destroyed... Beatsaber is nothing compared xD
Are these voxels or material points? I'm kinda confused. What's voxelly about the "ship jellos"? Is it grid deformation in some cases?
I think of voxels as more of a visualization style and there are many different choices you can make with it. Some could use just a single global grid and voxelize everything to that, like the engine by xima. Teardown has local rotations for voxel chunks/particles. Pretty much all I have in addition is that voxels can shear deform.
The physics is Material Point Method, yes. Visualization for particles can be done with point cloud, meshing, voxels, all kinds of things.
You can visualize Smoothed Particle Hydrodynamics on a single global voxel grid where everything is axis aligned.
@@GrantKot Thanks for clarifying.
Wow
You should make a Discord server
Hi, this is amazing!
Have you been working anything on LoD?
Thanks! Yeah, particle resolution is adaptive with distance to player and surface.