Particle Simulation like Noita with Heat and Explosions

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  • Опубликовано: 11 дек 2024

Комментарии • 18

  • @michelbrasseur9296
    @michelbrasseur9296 Год назад +4

    take a look at "the powder toy", you also have pressure gravity and wind

  • @drewcipher896
    @drewcipher896 Год назад +2

    I used to play Falling Sand a lot. The wind and air pressure was a lot of fun to play with.

  • @arshamshayan
    @arshamshayan Год назад +2

    dayum this is awesome

  • @2flameable4u
    @2flameable4u Год назад

    This is useful in school, I guess. I see huge potential in any kind of eduacation. Would buy this on steam.

  • @blendcreator
    @blendcreator Год назад +2

    Good Job🔥🔥
    I can see potential

    • @Pyranders
      @Pyranders Год назад

      I can see dead people

  • @ludwig2345
    @ludwig2345 Год назад

    Check out the powder toy

  • @rafaeldbx
    @rafaeldbx Год назад

    Great work! I'm working on a similar concept but I'm struggling with heat. Any paper or equations you followed?

  • @Samonie67
    @Samonie67 Год назад

    if you were to focus on simulation realism in terms of heat, pressure, convection, etc then you could be a very interesting rival where powder toy has "failed" to live up to true realism

  • @enteko5
    @enteko5 Год назад +1

    This looks amazing! Can you tell me what technologies you are using for this? Like game engine and ui etc?

    • @Zicore47
      @Zicore47  Год назад +1

      Thank you!
      I use Unity with URP and UI Toolkit for Unity. I also have a simple custom shader to render everything instanced.

  • @cokiehd976
    @cokiehd976 Год назад

    wow awesome simulation.
    but how do you simulate the water?

  • @miroaja1951
    @miroaja1951 Год назад

    Great work!
    Did you use the heat equation PDE to get this nice of a heat propagation or did you use your own system?

    • @Zicore47
      @Zicore47  Год назад +1

      Thanks, I use roughly k=Q∗L/A(T2−T1) where Q is the Heatflow, L the length, A the surface, T2-T1 is the temperature gradient. And since L and A are one in this system, we can ignore them. So it becomes k=Q(T2-T1). That works pretty well. I just have to account for, that each cell has 8 neighbours and also maintain Q as a constant for each element.

  • @danielcraft15
    @danielcraft15 Год назад +2

    krass

  • @henrydane6702
    @henrydane6702 Год назад +2

    This is incredibly impressive -- is there any chance you will release source/binaries? I'd love to play around with this

    • @Biped
      @Biped Год назад

      I very much recommend powder toy. I have leveled cities and build calculators in there. Have fun! :D

    • @Zicore47
      @Zicore47  Год назад +1

      When this reaches a level of polish i'm satisfied with, I will probably publish it in some form.