GWater2 - Reaction Forces are back!
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- Опубликовано: 13 июн 2024
- Reaction forces are back! ...But they kinda suck. I'll try to work on improving them. They should come in 0.4b, which is releasing at the end of this month.
Map Name: gm_carcon_ws
Thanks for watching!
Download Link (0.3b): / meetric
Download Link (0.3b) for Russians / Ukrainians: boosty.to/meetric
(Before downloading, note that there is no direct Linux support and all Linux users are expected to use Wine/Proton)
(Also note: There is no Apple/Mac support of any kind. Sorry)
Releasing for free on workshop in Q1 2025
discord: / discord
Can you not just assume equal and opposite if you know the force exerted on the water or am I misunderstanding the problem?
ohh yeah I explained that weirdly.
Basically, I only have the movement of the prop that gets exerted on the particle, meaning if the prop is standing still when the particle hits it, I get no data.
@@Meetric1 Ahh gotcha. Just add brownian motion to resolve this :^) Computer might catch fire. As it stands its really cool even with the limitations.
02:54 that looks INCREDIBLE
I feel like they kinda look like sparks and not really foam
@@cndvdxyhjblbilg youtube compression, as he said, makes it look worse compared to how it actually looks.
still looks good though
Iktlr
20fps with that many particles is still such a massive achievement. Some new engines struggle with a lot less and you’re on gmod of all things
It's nearly half the normal fps so its probably worth figuring out the bottlenecks associated with it
god, water is so funny
so FUCKING funny it makes me wanna merge without looking
This water isn’t real
Troll physics 101
So that's what the G in GWater stands for. Not "Garry's Mod"
3:03 the way the water makes the tower fall over, you can see all the foam/bubbles spraying down, and then the broken planks are pushed by the current on the ground makes this feel like some amazing physics tech demo you'd see at an early 2000s E3, god I wish more games took physics seriously
Everywhere.
so THATS what the funny liquid was
Gwater 3 will be more real than real life water
welcome back sethbling here
Sethbling returned by the way, keeps amazing me
I can tell you're excited about the changes here. I wanted to let you know that this update really G's my Water, too.
I love that you haven't stopped at "good enough". It's not just a novelty like most mods similar to this would be, it's a fully functional water system that looks so stinkin' good. I love your work man, and I love that you're not going radio silent either. I hope you have a good day today
this is genuinely the most impressive thing i have ever seen in most engines, unbelievably great work!!
Water pushing a prop forward in a feedback loop? Propsurfing in the most literal sense possible.
Loved your animations back in the day :D
4:52 The funni liquid recepie... 😈
garry should hire this guy
the way this mod evolves so quickly is incredible
2:53 "Thats pretty believable"?? No that's insanely believable!! Honestly one of the BEST water I've seen in any game and way cooler than fluid sim in blender; blender takes long to render, is restrained to a bounding box and is very ram/vram expensive. Your fluid sim runs in real time... And in fucking GMOD??? Wtf!! This is some next level shit, wow
these dev commentaries are getting crazier and crazier
I wonder if you could code something that automatically turns gmod props hitboxes into nvidia flex hitboxes. If the nvidia flex particles can interact with gmod vertices and knows the hitboxes, could you take gmod verticies and code something to turn them into nvidia flex objects? I suck at explaining and have no idea how to code.
why
Basically make each object have a counterpart particle used to determine forces on the object?
@@prikolica3567so physics calculation done in gpu not cpu
I was thinking that was the best way to go about it. I'll play around with it
@@Meetric1 You got this, If it works then you could make some crazy scenes. A cool way to showcase this would be a dam breaking from pressure destroying a small town.
These development updates are awesome, thank you for continuing the project.
Amazing 02:54 you should take a break some times! anyways Keep going!
"you should take a break" "keep going"
@@SolutraTrue
Alexadnrovich here: Make a X-Y vector force/gravity variable depending on the amount of particles colliding together, or just a proximity vector
Once this is finished, it would be so cool if this was turned into the portal 2 gels and paints the floor as it slides across.
This is more of sorcery than development
reaction forces will be one of the best things to come to gwater
this guy removed the source engines limits
🤔🤔🤔 interesting, a lot of room to make it better. good luck budy you've been impressive so far, keep doing it.
what i'm understanding is that every particle has a reaction force on a prop, so like what if 1 in every 8 or 16 particles have a reaction force so that there's more fps
amazes me that after 20 something years people are still tinkering with the source engine and revolutionizing game physics despite how old the engine is
Don't worry with the bugs too much, we aren't forcing you on doing work on GWater2. The results with the wooden tower were pretty nice! Maybe if you can't fix all the bugs by 0.4, maybe just have it in its most simple form without bugs (If you can).
valve hire this man
Imagine if Rockstar Games delayed GTA 6 for about 2 years and what they give us instead is Mee's water engine
it kinda is softbody like or jelly like that’s awesome!
This is what interests me
nice work!
when stuff like boats can float on that, whirlpools will be possible! and tsunamis, easy wave simulations
this is absolutely amazing
BRO I CANT WAIT FOR THIS TO BE ON THE WORKSHOP ‼️‼️‼️
It's not still
@@YellowHashRinger I KNOW BRUH 🔥🔥🔥🔥‼️‼️‼️‼️
valve *NEEDS* to hire this man
You are the best gmod creator ever
when will swimming be added?
Oh my god ambatukam!!!
That's crazy!
LETS GOOOO
you kinda sound like you're gonna end your videos with "That's about it, thanks for watching." followed by kevin macleod's "cipher"
(that is to say, you vaguely sound like sethbling)
The fact that any of this is possible within GMod is insane
It looks like it was made in blender, thats how good it is!
the water looks like jello, makes me hungry
Brilliant.
I have a question, is it possible to have smoke & dust particles in GWater2?
probably
by the time gwater 2 is out i will be in a wheelchair dude
Now it's only a matter of time before gwater exceeds blender fluid sim
Rest in peace funny liquid 😞
Its my idea thanks meetric, im your big fan.
you8 came up with the entire thing, and you are THE big fan. there is no other
Yoooo my dinosaur pc is gonna enjoy this
gmod survive the tsunami gaming
it looks so good compared to what i saw about a year or two ago which was already very impressive
Great
👍
Color to white
Viscosity to max
😈
to get rid of the water you could add that the water enters the ground
nice.
Maybe I'm misunderstanding, but is there really no static info, such as positions of particles? You effectively described a system which only provides reaction info, which would certainly be a problem.
If there truly is no other information besides prop->particle collisions, you could still hack together a simulation which stores the information for your own pressure forces. You'd basically be assigning particles to props, assuming some constant forces, and communicating to a pressure system which dishes out forces based on that info. Granted, this is all assuming you have some way to know when the last time was when a particle interacted with or was in proximity to a prop that is stationary, in order to save it for later.
assuming constant forces is the last thing I want to do
can you create pressure from a calculation based on how much water is above each other? that would also make the bottom pieces heavier and kinda push the wall open from the bottom making it look watery
sounds expensive
imagine this being used as water for gmod 2
wake up babe
new mee video just dropped
Nearing the end you said the water pushed, then sticks to a surface that propelled it. You could add some code that diminish force over time, so it wouldn't endlessly push
Tried that. It ends up making falling objects super dampened
The feedback on the adhesion could be controlled via a delay in the "feedback loop".
This would dampen the effect of that "feedback loop" over time.
I.E. just like how you dampen the sound of a delay over time in audio processing by controlling the feedback amount. Here you're kind of going backwards and implementing delay on top of the feedback so you can then control the feedback amount by delay.
This could potentially also be implemented into the reaction forces loop so that you can use that "delay" as a buffer time to get information you can use to resolve the other issue.
This may also mean that you can lower the amount of things that need to be done on update to instead work through a tick rate that matches the delay time.
possibly, but its a ridiculous amount of information to copy
(little over 50 mb per frame)
@@Meetric1 Is there some presumptions that could be made to re-use that information, so that you can essentially reduce it to 50 MB per tick instead, and increase the timelength between ticks?
Say, no new particles have been made. You only have the existing particles. Could you take that 50MB, get pointers out of it that you could then modify, instead of copying the whole thing per-frame? Interpolation perhaps?
regardless I don't think this is a viable solution to the current problem
O_O amazinggggggggggggggggggggggggggggggg
if you can get a list of forces applied to the particle you could do a *cpu incinerating* trace *every iteration* along *every force vector* for *every particle* *every iteration* to check for *every source entity*
though if the information issue could be circumvented,
could isolate forces on particles originating from entities and apply offset force to relevant entity/bone
sounds expensive
1000/1000
Just realized he still has the ole gwater addon on the top right
For cases like the metal wall container, couldn't you, every once in a while, check when a non-negligible mass of water exists, and calculate the pressure and apply it to the props in the immediate vicinity of the mass of water? That way, the walls will "burst out" from the bottom like expected with water
Do you perhaps have Evaporation in mind? It would be cool to see small, lone particles vanish after some time as a hidden way to clean up memory
Based
HOT
with water adhesion couldnt you make the affected prop tell the water it wouldnt move at all and act like part of the prop, ommitting some of the forces the particles does after first contact? could be a bandaid patch but not sure if this would break the model when you dip a prop into water
This is freaking amazing, i loved the first mod and like this even more, all you're addons and mods are amazing thsi one betterz also please add support with yout portal mod and all others thank you:3, GG
Very epic water
Nice mod
Can be nice if the mod have little structures like wood water tanks to show the cool things you can do with it
hopefully you will add like texture to the particles like the lava one is cool and all but its like transparent so can u some time in the future add some cool textures to the particles?
maybe if its requested enough
waiting on the tsunami update
ADD SOUNDS TO DA WATER
this will revolusingnize water physics for gmod, imaging being able to replace the water in construct?
I have a suggestion: the dynamic water waves effect could be added to the gwater2 addon.😇
Hmm would there be a way to basically evey now and then check if something is coliding with a particle? Like the part where you unfroze the blast door, it didn't move, but then added more water, and then it pushed the objet. Like it would be fucky but let's say there is an update to all particles once you use your gravgun to freeze or unfreeze objets?
Hmm... im planning to get gwater 2. I can see if i could give a idea how to fix the not it being able to push objects when at rest
Im sure there is some way to conserve the third law of motion... I can see how it can be so janky with the limited info
Not sure if it can be implemented with flex but are you using any form of spacial partitioning to limit iteration for the reaction forces? Does not have to be anything fancy, it can be a fixed grid.
Pressure is literally just symptom of kinetic energy... I wonder if putting a little bit of jiggle can at least have something happening (so it it is nonzero along boundaries)... just the worry it'd make everything unstable. So maybe jiggle under certain scenarios (if that can be managed)? I hope the energy can be modeled at least in some helpful way.
Tough
Funny how good the reacting forces do look tho considering what it is
The way the data is given isn't something I have control over
swagg :3
lets hope some nvidia flex genius pops in and unleashes secret pro info or smth
Make skibidi toilet, joke. Cool mod btw, i will 100% sure that i will purchase it on next month bcuz this mod is very interesting and i love physics
Hi mee i wanted to try you're mod by subscribing from the workshop but i noticed that another person has uploaded it on the workshop page by a guy named ORION seemed sketchy since it was not uploaded by you and the comments were off should i trust this addon? (And yes i did check the disruption on this video i just went to the workshop first)
I would advise against downloading it since it's not from me. i wouldnt want you to get malware or anything odd
@@Meetric1 thank you very much its better to be safe than sorry
hey I know this isn’t really related but I have a question about invmap, I have seen many huge obj maps but no like actual very good ones? Is it possible to have doors, lighting, interactive stuff, etc outside source boundaries using infmap?
now you don't need a blenler, take it and make an animation with a complex 3D model xstalog
When sounds?
Thats either going to be simple noises or insane levels of effort just to make it sound ok. Dont ask it’s probably too complicated
@@Tallzom I'd take some default hl2 water sound to play on loop. It irks me that there's no sound.
he would have to account for different liquid settings like viscosity and and cohesion
@@Tallzom he said he was thinking of adding them
@@wintube360 just add stock goo sounds on loop for viscosity higher than a value. Problem solved
have you considered adding cloth to gwater 2 like how there was cloth in gwater 1? I think with the system you have now it would look and work much better than it did in gw1.
also will this work with vphysics jolt?
yes to both
Realistic water physics in a 20 year old engine before gta 6?
how about a big container of water slowly scooting along the ground, would that work?
do lighter objects float or do all of them sink slowly?
buoyancy was removed due to the large amount of phantom forces
the sad thing is that you can't do a "pressure check" without having to do it on every single particle, maybe if you found a way to represent a body of water as a single "entity" or grouping them in some way you could use the number of particles in the group as a pressure variable
It would be REALLY jank, but when water settles (because it would only realistically work with settled or pooled water), what if you create a bounding box around the water which would allow buoyant props to float?
hm.. sounds abit too jank
what if you made a tool or something to make props into water? and perhaps a freeze tool thpugh i think thats exists. also maybe some options to like for example hurt players and npcs. just some neat ideas