@kotsoft I was asking if there is any reason in doing so as because making particle size vary improves the quality and boosts the performance to fill the same amount of area. Dynamically controlling the particle size by looking at the neighbours and "passing a pixel size" between them boosts even more. Considering larger = heavier, it goes to the bottom of the fluid.
@Kethors Oh ok. The reason I did different sizes and masses was because I derived the equations for the area preserving soft bodies myself and the collision code is also a hack for speed, so I just wanted to verify that it works for different sizes.
Yes, the usual method is to section off square areas and then only get the distance checks to occur between particles within that square - and the adjacent squares.
While these demos are interesting to look at, I'd be more impressed if you developed and showcased original physics algorithms that attempt to optimize physics calculations or simulate different kinds of reactions like adaptive tessellation for deformations and breaking (like DMM). It is easy to set aside a week to dedicate your computer to preprocess a brute force algorithm that makes something that looks cool.
this didn't take a week, it took half an hour and i don't have any video that took a week to preprocess. the collision broadphase is brute force, but can be optimized easily, i just didn't do it for this video.
Question. Why are you mixing different sizes of particles?
Kethors 1 year ago
@Kethors Why not?
kotsoft 1 year ago
@kotsoft I was asking if there is any reason in doing so as because making particle size vary improves the quality and boosts the performance to fill the same amount of area. Dynamically controlling the particle size by looking at the neighbours and "passing a pixel size" between them boosts even more. Considering larger = heavier, it goes to the bottom of the fluid.
Kethors 1 year ago
@Kethors Oh ok. The reason I did different sizes and masses was because I derived the equations for the area preserving soft bodies myself and the collision code is also a hack for speed, so I just wanted to verify that it works for different sizes.
kotsoft 1 year ago
What's the performance? You haven't mentioned the frames a second or how many times you speeded up the video :)
Looks nice though.
Kethors 1 year ago
Hey is that realtime?
Asdam12 2 years ago
You really need to make a 2D physics sandbox game, like Phun. Although with your physics, it would be mind blowing.
DarkCybrid 2 years ago
@DarkCybrid
he did already
holycrapapie 2 years ago
Rimsky Korsakov for this one? ;)
tawnyeyes23 2 years ago
Froot loops!
Asdam12 2 years ago
i still have to optimize the collision detection a little bit to make it faster. but i'll try to release a demo of the blob stuff.
kotsoft 2 years ago
Yes, the usual method is to section off square areas and then only get the distance checks to occur between particles within that square - and the adjacent squares.
WhiteDragon103 2 years ago
While these demos are interesting to look at, I'd be more impressed if you developed and showcased original physics algorithms that attempt to optimize physics calculations or simulate different kinds of reactions like adaptive tessellation for deformations and breaking (like DMM). It is easy to set aside a week to dedicate your computer to preprocess a brute force algorithm that makes something that looks cool.
WhiteDragon103 2 years ago
However, I realize that this demo may be showcasing such original technologies but you are not telling us about it for whatever reasons.
WhiteDragon103 2 years ago
this didn't take a week, it took half an hour and i don't have any video that took a week to preprocess. the collision broadphase is brute force, but can be optimized easily, i just didn't do it for this video.
kotsoft 2 years ago
Ah, so you mean, each particle of each blob tests the distance between it and each other particle of each blob?
WhiteDragon103 2 years ago
well, i do a little bounding box thing, but there are other things i can do to optimize it.
kotsoft 2 years ago
Whoa! This is awesome! Is the motion blur calculation realtime? I love the voronoi effect created.
Bleenderhead 2 years ago
well, i'm just basically drawing every 10 frames on top of each other, there's nothing special about this blur.
kotsoft 2 years ago
yeah, they are exe files. c# has similarities to c++ but it also has differences. yeah, it needs some other stuff installed.
kotsoft 2 years ago
well, i guess i used visual studio 2010 beta 2
kotsoft 2 years ago
is this in real-time?
yonarw 2 years ago
no, but it runs at a reasonable speed considering the number of blobs and the number of sides on each blob.
kotsoft 2 years ago
uhh, he makes the programs himself.
Terabytekit 2 years ago
Dude, that motion-blur is amazing!
macattack1459 2 years ago
lol, first view...
Nice work dude!
holycrapapie 2 years ago