Taichi community contributions (1)

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  • เผยแพร่เมื่อ 26 ธ.ค. 2024
  • github.com/tai...

ความคิดเห็น • 5

  • @xxvxx6822
    @xxvxx6822 3 ปีที่แล้ว

    I hope you make more videos or possibly a live stream, would love to know the possibilities.

  • @adyaman456
    @adyaman456 3 ปีที่แล้ว

    Awesome!

  • @gamedevdude9345
    @gamedevdude9345 3 ปีที่แล้ว

    If you worked on making a plugin to the Unreal Engine for this, you would get tons and tons more traffic on this. Real-time water physics for small-scale games would quite literally revolutionize a lot of game-styles. I've looked at FLIP and SPH methods, but your MLS-MPM approach seems much, much faster. Pretty much all games use flat-plane geometry with oscillations of the surface to represent water-interaction. With the push into the "metaverse" idea, players have been wanting to interact with their games more and more (voxel games for example). Flat-plane water techniques fall apart fairly fast in a non-static world where the players can modify the terrain.
    The currently available techniques are limited to very small volumes or very slow run-times (examples below):
    SPH method
    th-cam.com/video/7ojILF1Dmro/w-d-xo.html
    FLIP method
    th-cam.com/video/uW1z2taixQo/w-d-xo.html

  • @kaiyan2779
    @kaiyan2779 3 ปีที่แล้ว

    再次膜拜大佬

  • @ananun5960
    @ananun5960 3 ปีที่แล้ว

    Awesome!