City-scale Real-time Liquid Simulation | Liquid Crystal

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  • Опубликовано: 2 окт 2024
  • For the guy who keeps commenting GTA VI leaked footage under my videos. I have finally broken into Rockstar's servers and gotten 100% REAL GTA VI footage. Music is Devil's Organ by Jimena Contreras.

Комментарии • 11

  • @Finding_Fortune
    @Finding_Fortune 6 месяцев назад +3

    I think this is the coolest showcase yet, awesome work

  • @iestynne
    @iestynne 6 месяцев назад

    That music is really good.
    Fluid sim apocalypse.

  • @TRGavin
    @TRGavin 6 месяцев назад +4

    GTA VI leaked

  • @jackerywebster5864
    @jackerywebster5864 6 месяцев назад

    I think it would be more impactful if you showed what a 1x1x1 cube looks like to put it in perspective

    • @GrantKot
      @GrantKot  6 месяцев назад +1

      The static blocks are currently much coarser than they need be. I’m going to work on getting them rendering much faster and scaling up the res 8x on each dimension. The particles are basically the 1^3 reference

  • @quickestawab5045
    @quickestawab5045 6 месяцев назад

    Implementing WGPU when?

  • @dragoons_net
    @dragoons_net 6 месяцев назад

    Wow! And the FPS rate remains very stable: still 40 at 2 M particles reached at 1:15!

    • @GrantKot
      @GrantKot  6 месяцев назад

      Yeah, actually I think having having more terrain and objects submerged also helps. With the water deeper, the particle adaptivity can really kick in. I think open water we didn't see it coarsen that much because that first tile depth of water uses so many particles.

  • @alan83251
    @alan83251 6 месяцев назад

    Nice! Would it be possible to make the buildings dynamic too? i.e. made of rigidly connected particles.

    • @GrantKot
      @GrantKot  6 месяцев назад +1

      Yes, the oldest LC demo did that, and the new system for structures is going to be even more advanced. Also, it is fairly easy to have the blocks access the grid tiles around them to see what the momentum is. I can have a threshold for different block materials that they dislodge and spawn a group of rigidly connected particles. I can also support higher resolution static voxels, it's just currently using a very dumb cube rendering technique, but soon I will raytrace them.

  • @ChipboardDev
    @ChipboardDev 6 месяцев назад

    your career is over, you've just posted illegal leaked content 😔😔😔