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
I hope you make more videos or possibly a live stream, would love to know the possibilities.
Awesome!
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
再次膜拜大佬
Awesome!