Liquid Layers
HTML-код
- Опубликовано: 26 июн 2024
- Demo: grantkot.com/ll
Added new interactions, better multi-touch, easier to modify via scripting.
The physics is based on the paper: Particle-based Viscoelastic Fluid Simulation by Simon Clavet, Philippe Beaudoin, and Pierre Poulin Игры
2:28 Cool that your LLM (Liquid Layer Model) can elicit AGI.
Adjusted Gross Income? Liquid Layers can do my taxes!
It's wild that moving the window is simulated as motion, such a cool detail
playing with this is so satisfying
reminds me of that classic "Falling Sands" game(let) that used to exist all over the place, but updated with more complexity for modern times :D
P.S. I know gamelet isn't a word, but it *_feels_* like the right word for a game that isn't actually a game but more of a toy/experiment lol
As always, a wonderful demonstration of awesome tech. Thank you for taking the time to share this
I didnt expect to interact with it in my phone directly, dude your a Genius, wish you all the best and God bless
"Falling sand" games aren't new, but this is the by far the best fluid simulation i've seen in that vein
You just blew my mind. I'm playing with the demo right now and I can't believe my eyes! MY computer is running this??? Thanks for this!
The bonding behavior is so cool.
Yeah, the way the difference materials naturally self-organize into a regular matrix looks kind of RGB cells on a CCD... fascinating.
add some bubbles, boids, maybe some slime growth. maybe add a crafting system, where you recognize certain molecule structures, and you replace them with other particles.
Absolutely amazing!
Molecular bonding is so interesting!
Yeah, very curious to see what could be done with it. I'm going to have to improve my chemistry simulation knowledge a bit.
Really cool simulation. Well done!
This looks so much fun to play with!
Am I the only one thinking... Noita sequel?? :)
This is REALLY amazing!!!
2:28 lol it's just as close as current claims
This remainding me of old sandbox game called OE-Cake that was released in 2008, some structure you called "molecular bonding" and those spaghetti thing I saw in that game too.
found this video randomly. played around on this website for like 30 minutes. super fun lol
Fun demo! always love playing with this kind of thing
is it intentional that i can drag the window to shake the fluid? 😅
@basiliotornado yeah dragging and resizing the window are supported. On mobile accelerometer and multitouch is also supported.
This is AWESOME
Fantastic!
Very cool man!
I would really like to see electric potentials and radii added here. It could be fun to try to make molecules with this!
Especially in the 3d version!
this is really cool
User functions are a nice touch, maybe add an input field on the settings? Something like a text box and a "run" button would be nice
Yes definitely! I will try to see if I can add it there, with maybe a dropdown of demoFuncs. I would also like to somewhat figure out a way to sanitize user JavaScript to some subset so that it can be shared via the site without endangering other end users.
Oh that's a good idea! And yes that's probably for the best 😅
@@GrantKot can you add a function to toggle gravity? accelerometer button does nothing on my end
@@GrantKot this would be outrageously cool :D
@@balala4641I added gravX and gravY sliders under the simulation tab.
very impressive i like this
This is like a liquid version of powder toy.
Just spent an eternity trying to get 4 different colored blobs to stay together in zero gravity just using the drag tool. Meanwhile my sister married and had two kids who study statistics now.
There is the nbody checkbox under the simulation tab which might be helpful lol
Me: look ma! I'm a Jedi
Ma: stop playing with your cereal 🥣
wow i remember playing with the phone app back in 2012 i think
Amazing stuff! Where can we read more about the background and the method used to simulate the fluids?
Thanks! The base liquid algorithm can pretty much be fully implemented just by following the paper Particle-based Viscoelastic Fluid Simulation.
The method I recommend for spatial hashing can be found here: github.com/DiligentGraphics/DiligentSamples/tree/master/Tutorials/Tutorial14_ComputeShader
would it be possible to add a pause hotkey? where things are paused but you can still leftclick drag things around? would be awesome
I added a "sculpt mode" which you can toggle with S key. There's also the vortex forces from x and c that you can use while in this mode. Or attract/repel. Would also recommend playing around with the sameRestDensity/diffRestDensity/stiffness parameters in this mode.
ooo this is very interesting!! thank you for doing this!! (:
Are there plans to add simulation/particle size control?
Yes, I should probably add that now that I have the emit action. And also have the ability to turn off auto resizing of the kernels when the window is resized.
Can you make it so we can set rest density for each material individually?
Do you have source code available?
I will try to add that feature soon. I don't have the latest SIMD optimized version available to public but I do have a JavaScript implementation: github.com/kotsoft/particle_based_viscoelastic_fluid/
do you plan on updating liquid heating in the future? im actually very curious how well your new fluidsim performs compared to back then.
I think the liquid heating one was reasonably optimized. With it I resolved the multithreading and cache issues that were plaguing me when I moved up to the 5900X. Its main slowdown is the tracking of the full 3x4 deformation gradient. And sending it to the GPU as all floats. In the newer one, with the sand, I only send a byte for each of the 3x3 deformation gradient elements.
@@GrantKot interesting, because something i realized with the liquid heating is that it runs at 20 fps (1 million particles i think it is?), and it does not matter if my cpu is clocked at either 4ghz or at 2ghz it runs at the same fps, possibly memory bottle necked, since you said that you made the particle memory size smaller, maybe it should run at 40 fps now?
because for example the one i have, i managed to get it running at 18 fps (1 million) after doing manual simd with avx2 as you suggested which thanks btw. but the cpu has to be clocked at 4ghz otherwise it lowers based on clock speed, for example 2ghz will make it run at 9 fps.
@Theawesomeking4444 yeah could be memory bandwidth related. Does your machine support resizable bar? I think I relied on it too much. I am on the way to get things multithreaded with webassembly as well
@@GrantKot resizable bar? ive never heard of that, what is it for?
@Theawesomeking4444 it allows you to write directly to GPU memory from the cpu. Instead of having to use an upload buffer. Started with nvidia 3000 series.
A while ago you made the chemical reaction mpm, was there any special algorithm you used implementing that?
Nothing too special, the particle would just pick another index at random in the same cell. And I didn’t take much else into account like pressure or heat etc
You seem excited. /s
Maybe you could add some molecular like feature where the different materials can act as atoms and form molecules if they exist in the right configuration. This would likely make the simulation non-realtime though but maybe if you limited the possible configurations. E.g., 4 reds with a blue center in the form of a + can form a molecule and these will then act as fixed structures which could only break if another molecule hit it hard enough. Also, maybe have some help hints when mouse is over the text.
Yeah, great ideas! Thanks for reminding about the hover hints. Will try to get those in soon.
hello ;qnm i love ur job / do u think it could be qudio sync ?
Thanks yeah, would be cool to audio sync different things. Maybe a heightfield collider on the ground, or maybe bass could control some repulsion force fields. I think it is possible to use the WebAudio analyzer node to do this.
The singularity is near
Just incredible!! Could something like this be ported to Godot? This would be so wonderful to play with for 2D video games!!
Thanks! Definitely the base algorithm from Particle based Viscoelastic Fluid Simulation (Simon Clavet) could be implemented. But yeah I think JS+Wasm is a pretty amazing combination for getting near native performance but being easy to hack around on.
Please add fixed obstacles and containers that you can place into the sim
I have started adding some of this. To preview static colliders you can now use the C, V, B, G keys to have the liquid collide with basic shapes around the mouse. Will allow placing of these as soon as I update the renderer to render the shapes. You can lock particles in the brush radius in place with the tilde ` key. I hope to polish this stuff up this week.
@@GrantKot that’s great, thanks! By the way, I was hoping you could add a purely anti-gravity button for mobile users, as when using the accelerometer makes it so you need to have your screen flat to the ground.
For zero g you can also now use the gravX and gravY (set to 0) settings in the Simulation tab. Kind of unfortunate they’re not in same tab
@@GrantKot Got it. All good!
could you add sand//ground behaviour ? it would be awesome to make this into a full game , if you ad ground and water then you would only need to be able to generate a large world to walk around in ,could you make the simulation window scroll around super mario style?
"only" lol
Yeah! I did have something like that in the past, a little game called Polluted Planet. But it got caught up when all the browsers were removing Java (not script) support. And there was no great browser alternative for computation heavy code. But now I can try again with JS + WebAssembly
Truly amazing. I see so much potential for a Game. But sadly, it doesn't run in FireFox. I just can't emit any particles. Does anyone has similar issues?
Hi, Firefox should be able to run this. Would you be able to press F12 while on the page so the inspector pops up, then reload and see if any errors pop up in the bottom? It does use some newer features like WebAssembly and WebGL2 so maybe also check your FF version in settings (search "updates" to get to relevant section). I am currently trying it out on FF 127.0.2.
Does this have a public git repo that I could contribute code to?
I don't have the SIMD optimized version available to public, only a JS version so far: github.com/kotsoft/particle_based_viscoelastic_fluid/
If there are features you would like to see let me know and I can also potentially add them.
Noita 2 Demo :)
its super fast, it runs at ~25 fps on my dual core celeron chromebook from 2017, even with half of the screen filled with liquid
How do I upload my brain into this?
Clearly AGI
easily a chrome bookmark. usable on a school laptop!