seems very cool !! perfs are a slight bit worrying with such a beast of a computer, even if it's a laptop, but i can't wait to see what's next nonetheless
I remember watching your early videos a few years ago and I'm really happy to see the project is still going strong! I've been meaning to try to implement a 2D version to get into simulations but it looks so daunting
Your works are amazing! I am experimenting with mpm liquid too, may I ask how do you handle collision between objects or boundaries? As of now I only check borders, but I cannot find any guide or paper about complex boundaries or objects
Thanks! I took the easy way and just simulate rigid bodies using particles and shape matching. MPM kind of gives some free collision detection and resolution, but unfortunately sometimes the objects will stick together a little bit. If you want to integrate with an actual rigid body solver, I think it would be useful to know about this thing called mass-splitting (Mass Splitting for Jitter-Free Parallel Rigid Body Simulation). There's also a paper Particle-based Viscoelastic Fluid Simulation which I think the collision resolution here works very fast and well for real-time applications where accuracy is less important.
this looks so weird and cool
Awesome as always
seems very cool !! perfs are a slight bit worrying with such a beast of a computer, even if it's a laptop, but i can't wait to see what's next nonetheless
I remember watching your early videos a few years ago and I'm really happy to see the project is still going strong!
I've been meaning to try to implement a 2D version to get into simulations but it looks so daunting
if you do still want to make a 2d version, there's a great Sebastian Lague video on the topic
@@filedotjar Cheers, I'll check it out!
I hope I have a fluid simulation this cool someday.
Your works are amazing! I am experimenting with mpm liquid too, may I ask how do you handle collision between objects or boundaries? As of now I only check borders, but I cannot find any guide or paper about complex boundaries or objects
Thanks! I took the easy way and just simulate rigid bodies using particles and shape matching. MPM kind of gives some free collision detection and resolution, but unfortunately sometimes the objects will stick together a little bit. If you want to integrate with an actual rigid body solver, I think it would be useful to know about this thing called mass-splitting (Mass Splitting for Jitter-Free Parallel Rigid Body Simulation). There's also a paper Particle-based Viscoelastic Fluid Simulation which I think the collision resolution here works very fast and well for real-time applications where accuracy is less important.
@@GrantKot thank you very much for the answer! I will surely look into that! Good luck for all of your works :)
Nice! Are these voxels? Are they grid-aligned?
Yeah, the visual style is a bit like voxels. But everything is simulated as particles and not grid aligned/snapped.
It itches my ass to play your game faster. Please make it faster🙏🙏 This game will be at least at the teardown level in popularity, if not higher