Updated City Demo on Itch.io | Liquid Crystal

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  • Опубликовано: 29 мар 2024
  • Download: kotsoft.itch.io/liquid-crysta...
    The city is raised a bit more to allow the rivers to fill up. Static blocks are now raytraced using the Amanatides and Woo algorithm.
  • ИгрыИгры

Комментарии • 23

  • @MidBoss
    @MidBoss 3 месяца назад +11

    Every time I see an update I'm still amazed that you've managed to make this run so well. It's a super cool project and I'm stoked to see what can be done with it going forward!

  • @deijarune
    @deijarune 2 месяца назад

    I can't explain why, but this demo reminds me of the very very early various Spore engine demos Maxis released in the run up to the release of Spore. Perhaps it fills me with the same sense of wonder and excitement! Will be following this project closely, looking forward to purchasing!

    • @GrantKot
      @GrantKot  2 месяца назад +1

      Thanks! Btw, I have some plans for letting the player do evolution sims as well.

  • @andromonite506
    @andromonite506 3 месяца назад +2

    You should try making a river simulation with a rough river modeled in magicavoxels and a inflow/outflow wall on on side and on the other side of the river.

    • @GrantKot
      @GrantKot  3 месяца назад +4

      Good idea. I want to do something where there's a waterfall(s) and some meanders. Maybe add a GPU gas simulation for mist :). And volcano. Maybe even real locations. God-mode tourist simulator?

    • @andromonite506
      @andromonite506 3 месяца назад +1

      @@GrantKot Oooh that would be awesome, if this simulation can be optimized enough to be played in a shaded voxel landscape, this would be the craziest game out there! The lava shader should be fun. I tested the water in a river model and it looks impressively realistic!

  • @andromonite506
    @andromonite506 3 месяца назад +1

    Thanks a lot for the release! How many substeps? If fairly low, increasing it could make some more solid destructible particle objects could be made possible with the same material point method. I don't know if that amount of substeps would be possible in real time though. Keep up the amazing work!

    • @GrantKot
      @GrantKot  3 месяца назад +3

      The liquid and granular I've gotten down to single step no substepping thanks to multigrid. Any of the structured particle groups can actually have their own models and substeps as well. Right now the worms use multiple shape matching clusters, but they could just as well have a coarse MPM grid, or ropes and cloth. And a single structure can support different group types as well. For example, a sailboat might have shape matching for the rigid parts, and then cloth connected particles for the sails. I'm actually very excited to demo it soon. I will try to add some cars and people on the streets and some boats soon.

    • @andromonite506
      @andromonite506 3 месяца назад +1

      That would be absolutely awesome! So excited to see how this project will evolve. Have you thought of also making a blank canvas for the demo where you can set the domain size, place granular and liquid sources, and add collision objects(outflow, inflow, and geometry)?@@GrantKot​
      Edit: Place and remove blocks on PC controls?

    • @GrantKot
      @GrantKot  3 месяца назад +1

      @@andromonite506 Just pushed another version for block editing KB support. Hold shift while moving to create boxes, ctrl to remove. Let me see if I can quickly add a thing to add/remove emitter.

    • @andromonite506
      @andromonite506 3 месяца назад

      Thanks! Nice cat btw!@@GrantKot

  • @SeanStClair-cr9jl
    @SeanStClair-cr9jl 3 месяца назад

    This looks super fuckin cool.

  • @cyber-gate
    @cyber-gate 3 месяца назад

    very cool. Do you see your work being scaled further by CPU / GPU developments in the future? like a free boost.
    And given that gpus are increasing the bandwidth faster than cpus year-on-year, is your work easisly portable to gpus if you wish a couple years later?

    • @GrantKot
      @GrantKot  3 месяца назад +1

      Yeah, it is designed to scale very well on CPU cores. Having a 5900X with the 2 ccds forced me to update my ways and then later on with this laptop 13900HX it scaled well even with these efficiency cores. I think with CPU programming being more flexible/easier to profile, I was able to do some interesting optimizations that I'm not sure how to do yet on the GPU, like all that sparse and adaptive stuff. I hope to get better at GPU programming as I optimize the renderer.

  • @theneonbop
    @theneonbop 3 месяца назад

    It looks like there's something a bit off with the blending between thin water layers and the city.

    • @GrantKot
      @GrantKot  3 месяца назад

      Yeah, the blocks aren't fully integrated with the lighting yet. Some major work needs to be done with the rendering. I hope to get the graphics a lot better looking this month.

  • @Mark_Rober
    @Mark_Rober 2 месяца назад

    Hey do you have a discord? I would love to give you some insight on how it runs on my laptop!
    I'm pulling about 10 fps, with the program using 100% of my iGPU (intel iris xe) but only like 10% of my intel core i5 cpu. The amount of particles seems to have 0 effect on the performance actually, but i think the ambient occlusion might be bugging out as almost everything except the fluids is rendered red

    • @GrantKot
      @GrantKot  2 месяца назад +1

      Uh oh it might be time for me to get a Xe GPU. Yeah, my discord uname is kotsoft

  • @quickestawab5045
    @quickestawab5045 3 месяца назад

    Port To WebGPU when?

    • @GrantKot
      @GrantKot  3 месяца назад +1

      I have considered it, and I might even be able to do a WebGL version depending on how well adopted WebGPU is, and maybe even WebXR. Still working on implementing features and optimization. Maybe once my code is more locked in I will take a stab at it.

    • @quickestawab5045
      @quickestawab5045 3 месяца назад

      @@GrantKot if this is already using rust. You should 100% change to Wgpu,anyways good luck!

  • @BogusLarry
    @BogusLarry 3 месяца назад

    I tried the demo and got 27 FPS with 3.7 Million particles with my RTX 3060.

    • @GrantKot
      @GrantKot  3 месяца назад

      Thanks for testing and giving the perf datapoint.