The fact that you went through more than half of the video throwing water particles everywhere, not resetting it and it still being able to keep up with about a 100-60 frames is really impressive.
what's really fun about this is that in real life, water is just as reactive and jittery as shown here, it's just that the water molecules are incredibly small (being molecules they usually are) and as such this has less of an effect on the movement of the water. if the water in the cart at 3:36 was "realistically sized", the cart wouldn't move, however due to the absolute minimum size of an object/entity in the source physics engine being still rather large, and the particles behaving in the same way real water does, the particles bouncing together and jittering around is more visible and has more of an effect due to the enlarged mass of the particles. TL;DR, incredible simulation, good job man
Outstanding! I think inlets and outlets would be a cool feature to see streams. Maybe a particle spawner that creates particles with a limited lifetime, or a prop that deletes particles on touch
@@Meetric1mee if your at all attempting to do this, I would be completely fine with an invisible bounding box creation tool that deletes particles (where you can set scale and placement, can create multiple.) if you’d find that idea easier or more appealing
whenever i see these updates i literally cant help but get insanely happy seeing what new things you've done with the addon it gets me sO HAPPY GFBIJKBVMK i love your work i love
A possible solution to the performance drop from water moving props is to reduce the updates per frame for feedback between props and particles. The code that tells the server to “apply x force to props because of x collisions with particles", have that update happen every fourth or third or second frame, something along those lines. This will increase performance at the drawback of sluggish prop reactions
very cool. i remember when gwater released, and at first i thought it was amazing, and seamless, but when i played it more there was a clear difference from what was the mod and what was the game. like it didnt feel as integrated. from what ive seen of GWater2, this problem will be fixed. KEEP UP THE GOOD WORK! 👍
Like someone else in the comments said, if you were able to do place like "intake" and "outtake" points, you could have a stream of water flowing into a river, and then draining, so the particle count never gets too high. Could also give those sorts of particles a time limit so that even if some shoot out of the river, they wouldn't just permanently add to the particle count. Then you could set up whole scenes like rivers and waterfalls and such! Great work btw
Density wise, most crude oils are lighter than water. So crude oil naturally floats on water regardless of its volume. Now a barrel full of oil should float on water depending on what the container is made of.
I remember there being some paper shown on 2 minute papers that essentially simplified the simulation of particles that were "beneath" a certain amount of regular particles. it was able to up the render speed with minimal sacrifices to simulation quality. Im not sure if this is already done or if this could even be done in the first place if it isn't, but I figured it'd be worth mentioning here.
love this videos about this mod i watched every single of gwater 1 before the release and had alot of fun with it, but now gwater2 is looking insane keep the good work and thanks
I have done some creation with the unreal engine and I take a decent amount of breaks because it can be mentally straining so to stream stuff for me I could not do it but for some people it may be different
with this and some map integration, could probably make the hydrophobia game in source with actual physics reactions for the water jets and flooded rooms
How is the collision & force working for this? Is everything jittery because the water particles are bouncing around and just hitting the props randomly, or is it caused by the (relatively) long timesteps making the simulation 'jump' over the equilibrium points? if it's the latter, I'm pretty sure there are techniques which can fix that.
The client tells the server how to force the props around. Some packets are faster and some are slower than others which causes bumpyness. and you may also be correct, It also may be related to all the particles jumping around. Its a mixture of a bunch of factors
Now a barrel full of oil should float on water depending on what the container is made of. The total weight of the crude and the barrel should be less than the weight of water at equivalent volume.
sorry for another idea how about a block that removes water? so you can make a infinite river without any lag but its just a idea! also keep up the good work!
Do you have weight tool? Does it change the physics interactions if props have different weights, and can the weight tool play a roll in this? Also, what’s the weight of the individual particles and can that be customized with a slider (that’d be cool)
would it be possible to add a check system that when a particle is not within certain amount of hammer units of x ammount of other particles to self delete? may work as "evaporation" of water in theory.
will you make it so water kinda clumps up with the other particles around it, i think thats a big thing this is missing to really sell it being water. kinda just looks like a bunch of bouncy balls (with a billboard debug texture) not as unified as actual water
i genuinely wasn't expecting you to be able to do this, but anyways, will the system be improved anytime soon? its amazing but its pretty laggy and unstable.
any way you could use LOD to create a larger scale water particle system? maybe have it transition from a mesh wave system to the particle system? i imagine thats pretty performance intensive so i dunno
At this point rendering isnt the bottleneck anymore. My gpu is maxed (Not really a bad thing) and I am getting the max possible performance out of gwater from my GPU from 2014
@@Meetric1 wait, is there any way you could cull the particles completely and just spawn them in with a set velocity? i dont really know much about progrmming so i dont know if this'd be possible or not
this is genius one question tho, the boat floats on the partricles right? What happens when you put a metal or sinkable object on the boat? Will it float or sink
They dont interact. its like having 2 gmods open. spawning a prop in the first one and expecting the second to also have the same prop doesnt really happen
Such a bummer we wont be able to use the 64Bit Branch with this mod, hopefully there's a solution to this or it means i will have to disable my 64TB worth of simfphys vehicles and VJ NPC reskins
The fact that you went through more than half of the video throwing water particles everywhere, not resetting it and it still being able to keep up with about a 100-60 frames is really impressive.
it would be cool to see a continuous stream of particles in a river, and have a objects floating in it
Agreed
what's really fun about this is that in real life, water is just as reactive and jittery as shown here, it's just that the water molecules are incredibly small (being molecules they usually are) and as such this has less of an effect on the movement of the water. if the water in the cart at 3:36 was "realistically sized", the cart wouldn't move, however due to the absolute minimum size of an object/entity in the source physics engine being still rather large, and the particles behaving in the same way real water does, the particles bouncing together and jittering around is more visible and has more of an effect due to the enlarged mass of the particles.
TL;DR, incredible simulation, good job man
Outstanding! I think inlets and outlets would be a cool feature to see streams. Maybe a particle spawner that creates particles with a limited lifetime, or a prop that deletes particles on touch
Hmm maybe, sounds like fun
@@Meetric1mee if your at all attempting to do this, I would be completely fine with an invisible bounding box creation tool that deletes particles (where you can set scale and placement, can create multiple.) if you’d find that idea easier or more appealing
@@Meetric1 when download???
@@thestud10s16 once development is finished
The way the 2d particles are always facing you, it like there looking for approval from you there creator
Mee: Makes GWater2
Valve: *Taking notes*
whenever i see these updates i literally cant help but get insanely happy seeing what new things you've done with the addon
it gets me sO HAPPY GFBIJKBVMK i love your work i love
I can imagine testing Archimedes laws in Gmod 😍
A possible solution to the performance drop from water moving props is to reduce the updates per frame for feedback between props and particles. The code that tells the server to “apply x force to props because of x collisions with particles", have that update happen every fourth or third or second frame, something along those lines. This will increase performance at the drawback of sluggish prop reactions
missing frames isnt really an option since hitting surfaces either will or wont cause the prop to react
which is unstable
very cool. i remember when gwater released, and at first i thought it was amazing, and seamless, but when i played it more there was a clear difference from what was the mod and what was the game. like it didnt feel as integrated. from what ive seen of GWater2, this problem will be fixed. KEEP UP THE GOOD WORK! 👍
Hopefully it sells the illusion a bit better
Like someone else in the comments said, if you were able to do place like "intake" and "outtake" points, you could have a stream of water flowing into a river, and then draining, so the particle count never gets too high. Could also give those sorts of particles a time limit so that even if some shoot out of the river, they wouldn't just permanently add to the particle count. Then you could set up whole scenes like rivers and waterfalls and such! Great work btw
Density wise, most crude oils are lighter than water. So crude oil naturally floats on water regardless of its volume. Now a barrel full of oil should float on water depending on what the container is made of.
1:42 i just decided to watch this video while waiting for gwater2 ,cause i thought it looks so cool. I was not expecting my jaw to drop holy shit
this isnt sarcasm btw the boat floating and the water realisticly bouncing, compared to gwater one looks incredible
HOT
I remember there being some paper shown on 2 minute papers that essentially simplified the simulation of particles that were "beneath" a certain amount of regular particles. it was able to up the render speed with minimal sacrifices to simulation quality. Im not sure if this is already done or if this could even be done in the first place if it isn't, but I figured it'd be worth mentioning here.
I dont have access to the physics engine, its nvidia FleX which has closed source internals
Would be cool for geyser that have push stuff and players up (probably make such water disappear after some time)
I really can't wait for it to release
Good shit man, this stuff is crazy
that's pretty crazy
love this videos about this mod i watched every single of gwater 1 before the release and had alot of fun with it, but now gwater2 is looking insane keep the good work and thanks
This is INSANE!!!!
WATERRRRRRRR SPLISH SPLASH SPLISH SPLASh
Great Space Engineers Tutorial!
finally the water can actually move other things
aewsome
Amazing as always
Now, you can actually fill up big cities sewer, with less lag!
Dude this is so cool I can’t wait for it to come out
i won't even lie, i wait for the day that mee makes an deformable terrain possible in gmod.
I wanted to for the procedural terrain but i couldnt figure it out. source hates dynamic collisions
this is just amazing
i love how you talk like travis from fallout 4
Lava would be quite interesting to be added in later down the line.
we’ll see
HL2 E3 2003 tech demo vibe
Yay
A-Feaking-Mazing
Rad
imagene if HL2 had water based puzzles
if you did a full tutorial/walk through of you debugging... ide watch it
Its kind of hard developing while people watch you
I have done some creation with the unreal engine and I take a decent amount of breaks because it can be mentally straining so to stream stuff for me I could not do it but for some people it may be different
@@Meetric1 🤣🤣😂touché
Oh shit, it xan speak!
Extremely cool.
this is super cool
your videos never cease to amaze me every time :D
i made a video on my channel utilizing gwater i think i may make another one
You are a wizard. AWESOME work!
Amazing
The whole time I was waiting for you to drop the garbage bins while they were full of water but to hella blue balled me bruh
Lol, I think I drop garbage cans in previous videos so check those out if interested
real great stuff dude! especially surprised with the performance since vphysics kinda sucks
poggin
How the hell did i just get entertained by some guy just yeeting water around
with this and some map integration, could probably make the hydrophobia game in source with actual physics reactions for the water jets and flooded rooms
Cool!
cool
Gonna have to redownload when thats out
Nice 👍
How are you so consistent? Impressive
This is my favorite update without a doubt, will this be added in the final version?
god you are a one smart fella
How is the collision & force working for this? Is everything jittery because the water particles are bouncing around and just hitting the props randomly, or is it caused by the (relatively) long timesteps making the simulation 'jump' over the equilibrium points? if it's the latter, I'm pretty sure there are techniques which can fix that.
The client tells the server how to force the props around. Some packets are faster and some are slower than others which causes bumpyness. and you may also be correct, It also may be related to all the particles jumping around. Its a mixture of a bunch of factors
@@Meetric1And will this be added in the final version of GWATER2?
Now a barrel full of oil should float on water depending on what the container is made of. The total weight of the crude and the barrel should be less than the weight of water at equivalent volume.
makes sense, I just figured the metal oil barrels have is pretty thick/heavy
Cool👍
can't wait to make boats
sorry for another idea how about a block that removes water? so you can make a infinite river without any lag but its just a idea! also keep up the good work!
probably possible
Do you have weight tool? Does it change the physics interactions if props have different weights, and can the weight tool play a roll in this? Also, what’s the weight of the individual particles and can that be customized with a slider (that’d be cool)
weight does impact the interactions and u can already change particle mass
@@Meetric1 thousand percent incredible, like you 😳😳😳
You kinda remind me of ah-fix-it.
bro is like Isaac Newton from gmod over here
w
would it be possible to add a check system that when a particle is not within certain amount of hammer units of x ammount of other particles to self delete? may work as "evaporation" of water in theory.
possible at the cost of framerate. its not an easy calculation
will you make it so water kinda clumps up with the other particles around it, i think thats a big thing this is missing to really sell it being water.
kinda just looks like a bunch of bouncy balls (with a billboard debug texture)
not as unified as actual water
ill edit the parameters eventually
next update: yo guys now it's raymarched!!!!
unfortunately no but ill try and improve the rendering
dude teach me your ways
Game: Space Engineers
i genuinely wasn't expecting you to be able to do this, but anyways, will the system be improved anytime soon? its amazing but its pretty laggy and unstable.
Unlikely, the restriction of clientside simulation is pretty bad
Would be cool to see a GMod implementation of Unreal Engine's Fluid Flux!
Is it open source?
Did they give you S&box to work with? Do you have it and just prefer GMod's tools?
sbox sucks
any way you could use LOD to create a larger scale water particle system? maybe have it transition from a mesh wave system to the particle system? i imagine thats pretty performance intensive so i dunno
At this point rendering isnt the bottleneck anymore. My gpu is maxed (Not really a bad thing) and I am getting the max possible performance out of gwater from my GPU from 2014
Not rendering and rendering particles is a difference of about 10-20 fps. The simulation is the bottleneck now
I bought a 4080 not too long ago and seeing your awesome fps makes me wanna test it
@@Meetric1 wait, is there any way you could cull the particles completely and just spawn them in with a set velocity? i dont really know much about progrmming so i dont know if this'd be possible or not
it would desync in multiplayer
Will it have pressure system so we can simulate the titan sub???
mfw titan sub rp (2023)
bruh i told you
(jk but this stuff is awesome, cant wait!)
The only thing holding this man from true enlightenment is LUA
nah gmod is
the simulation is C++
this is genius
one question tho, the boat floats on the partricles right? What happens when you put a metal or sinkable object on the boat? Will it float or sink
depends if it can hold it up
How do you dampen the forces without creating phantom forces?
Lots of fine tuning
so i really wanted to build like working gwater pipes and turbines etc i wonder if that'll be possible in gwater2?
maybe
do you still remember the fluid simulation on the TF2 map, how about showing it off the improved gwater2 on it?
maybe
NO
no NO NO
YOU DIDNT DO WHAT I THINK YOU DID NO
OH MY GOD IM COOMING
Does the water have drag? I mean yea the metal ball sinks but slowly due to having to displace water
only a little
Im curious as to why this isn't being done on the server with only rendering being done on the client
networking, which is extremely slow
Have you ever tried to make ragdolls float or react to the water?
Not yet but I think dead bodies sink in water so it wouldn’t make sense to implement it
what happens if you mix GWater 1 with GWater 2
They dont interact. its like having 2 gmods open. spawning a prop in the first one and expecting the second to also have the same prop doesnt really happen
i can't wrap my head around how it doesn't break the game or pc. like all that calculation.
Such a bummer we wont be able to use the 64Bit Branch with this mod, hopefully there's a solution to this or it means i will have to disable my 64TB worth of simfphys vehicles and VJ NPC reskins
yeah. gmod_common is missing a .lib file for 64 bit and it wont compile
8 days ago feels like weeks
on vacation so i havent been able to develop
@@Meetric1 okay
@@Meetric1also whats the map
If I full it with water it will be more difficult, because u know… it full of water…
What map is this?
gm_green_mountains
What's this map called?
i thought gwater was dead,,, i was wrong
Bro what map is this
gm_green_mountains
steamcommunity.com/sharedfiles/filedetails/?id=2983519502
bro
Will you make stuff for source 2 in the future?
No, this is probably my last mod
Would there be a way of adding some sort of averaging of where objects sit? Like to smooth out the boat jitter?
tried that but it ended up looking kinda terrible