Interesting, I remember the first time i made a compute shader in opengl, it was to make the fluid simulation i made a bit faster in one of the versions the simulation increased performance by 3 times (integrated gpu) against the multithreaded 4 core 3.5 ghz the other version performed 10 times worse in the gpu apparently gpus dont like branching that much
I am asking this super late so might not ever get an answer, but how are you translating 3D positions from particles into the correct UV coordinates on only the GPU for your Compute Shader? Just curious since it seemed like in your video you stated you only needed to pass data between the GPU and CPU when you need to read data but not to write any data like uv coordinates. Do you still need to supply a uv coordinate in a buffer to the Compute Shader that you dispatch based on the position of a particle?
Incredible work mate! well done!, im looking forward doing something similar with a proyect im working on and i really cant figure it out. i would really apreciate some tips
Thank you! As for tips, this is basically just texture painting onto the secondary UV map of a mesh. Here's some relevant documentation that may be helpful to you, assuming you're also using Unity: Getting secondary uv map coords from raycast hit , this can be done on a per-particle basis docs.unity3d.com/ScriptReference/RaycastHit-textureCoord2.html You're going to want to draw your texture data based on the raycast hit data and send that to a render texture using a compute shader: docs.unity3d.com/ScriptReference/RenderTexture.html docs.unity3d.com/ScriptReference/Graphics.Blit.html docs.unity3d.com/Manual/class-ComputeShader.html Hope this helps!
This is a really well put together video. The liquid looks great! It’s fun seeing this game develop.
reminds me of portal 2 speed and bouncy goo, but this looks a lot better... well done!
yes, this was a huge part of my inspiration, thanks!
It would be really great If you could share the source because It's almost impossible for us to figure out the 'magic' from your narrative.
Interesting, I remember the first time i made a compute shader in opengl, it was to make the fluid simulation i made a bit faster
in one of the versions the simulation increased performance by 3 times (integrated gpu) against the multithreaded 4 core 3.5 ghz
the other version performed 10 times worse in the gpu
apparently gpus dont like branching that much
Any chance you'll share your code? I need to learn how to do this.
I am asking this super late so might not ever get an answer, but how are you translating 3D positions from particles into the correct UV coordinates on only the GPU for your Compute Shader? Just curious since it seemed like in your video you stated you only needed to pass data between the GPU and CPU when you need to read data but not to write any data like uv coordinates. Do you still need to supply a uv coordinate in a buffer to the Compute Shader that you dispatch based on the position of a particle?
Not sure if this is what you're looking for but I think Texture2D.GetPixel() can help get those coordinates and pass on to the compute shader
Incredible work mate! well done!, im looking forward doing something similar with a proyect im working on and i really cant figure it out. i would really apreciate some tips
Thank you! As for tips, this is basically just texture painting onto the secondary UV map of a mesh. Here's some relevant documentation that may be helpful to you, assuming you're also using Unity:
Getting secondary uv map coords from raycast hit , this can be done on a per-particle basis docs.unity3d.com/ScriptReference/RaycastHit-textureCoord2.html
You're going to want to draw your texture data based on the raycast hit data and send that to a render texture using a compute shader:
docs.unity3d.com/ScriptReference/RenderTexture.html
docs.unity3d.com/ScriptReference/Graphics.Blit.html
docs.unity3d.com/Manual/class-ComputeShader.html
Hope this helps!
Hey, Is The TTDT Project done for?
is the game you are making going to have a story like boneworks or half life alyx
yes it will have a loose story!