Super neat! Real drawing tools are much more fun than what's usually in a sandbox. Regarding your mention of multiple simulation regions - I think what Noita did will work for you. They have a GDC talk if you want details, but the gist is that they have a loose grid, and each grid cell has a bounding box for the area within it that has unsettled physics.
This looks so visually amazing and its crazy how your latest videos don't have more views. I look forward to all the new iterations and physics you are planning on adding! Also have you seen the global illumination algorithm called radiance cascades? I saw a project kind of like this with liquids emitting light and I personally found it to look mesmerizing. I hope you can look into if if you have the time because I have not seen a project with multiple liquid colors and I think itll look crazy good!
Thanks! Yeah I've been following along with the radiance cascades stuff a bit. Back in the day i did work on something similar called Multigrid Lighting. Very cool that they have the directional aspect down and I would definitely like to try it. I'm very glad that the interactions are at a point where people are enjoying even with just the simple point shader but yeah, I'm interested in doing some more advanced rendering. An old multigrid-lighting vid: th-cam.com/video/HqWheJSEiaw/w-d-xo.html
Interesting concept (using the content to feed your compute-like layer). What is the gist of that implementation, does tldraw simply allow you to control the background or did you have to hack it in?
Tldraw doesn’t use a canvas but instead it actually uses the SVG/dom. So it is transparent and handles all the antialiased drawing over the background. So the liquid renders to another canvas via webgl and it is the browser compositing everything together
Super neat! Real drawing tools are much more fun than what's usually in a sandbox. Regarding your mention of multiple simulation regions - I think what Noita did will work for you. They have a GDC talk if you want details, but the gist is that they have a loose grid, and each grid cell has a bounding box for the area within it that has unsettled physics.
Try to cut up your content into shorts, it will go viral. This stuff is wild
So much fun!
this is so cool!
Truly amazing!
this is very fun
This is awesome! Great job
wow the development is so fast
This looks so visually amazing and its crazy how your latest videos don't have more views. I look forward to all the new iterations and physics you are planning on adding! Also have you seen the global illumination algorithm called radiance cascades? I saw a project kind of like this with liquids emitting light and I personally found it to look mesmerizing. I hope you can look into if if you have the time because I have not seen a project with multiple liquid colors and I think itll look crazy good!
Thanks! Yeah I've been following along with the radiance cascades stuff a bit. Back in the day i did work on something similar called Multigrid Lighting. Very cool that they have the directional aspect down and I would definitely like to try it. I'm very glad that the interactions are at a point where people are enjoying even with just the simple point shader but yeah, I'm interested in doing some more advanced rendering.
An old multigrid-lighting vid:
th-cam.com/video/HqWheJSEiaw/w-d-xo.html
This is utterly wikid :)
Super cool
i feel like you are getting close to being able to simulate a pneumatic engine
Interesting concept (using the content to feed your compute-like layer). What is the gist of that implementation, does tldraw simply allow you to control the background or did you have to hack it in?
Tldraw doesn’t use a canvas but instead it actually uses the SVG/dom. So it is transparent and handles all the antialiased drawing over the background. So the liquid renders to another canvas via webgl and it is the browser compositing everything together
@@GrantKot Cool, that makes it even easier. So then you just need to share the camera transform between the two. Thanks!
for some reason, my liquid layers doesnt have the liquid does anyone know how to spawn it or why?
Hi it might be the usage of webgl2. I think I will add a canvas based renderer as fallback soon.
How can I add more liquid xd
Soon I will add the emitters and drains. Was porting over the webgl renderer today