So I figured I'd join in on the conversation and answer questions too.Thanks for your kind words Dark!

Click to draw waves. I honestly don't have a huge amount of experience with other engines to know if this is good/bad/average/appalling :)So your water just disappears? It is designed to be independant of the underlying voxel engine (Pressure system, will push upwards if conditions are right.Interfaces with voxel engines via custom interfaces, allowing it to be very compatible.Is threaded, but can interact with un-threaded voxel engines safely.There are more videos of the system on the authors YouTube channel:I'm not sure I'll be able to answer any questions about it but you can try me, and hopefully you find it interesting at any rate.your engine looks really good, I'm going to check out how the terrain will look in our game (our voxels aren't 1 1 1 in dimensions) I'm guessing yes but still wanted to ask you if the blocks can be changed in dimensions.Full disclosure: I made voxwell, one of the editor extensions currently supported by Liquid Voxels.I just wanted to say that I've been hugely impressed with the developer of this project. URL. Cubiquity has a much larger scope than Voxwell, and is perhaps better suited to utilizing liquid voxels to their full potential. If I stress test rain, it would be near no effort on the simulator but mass stress on the engine. I had voxels that hung around forever, constantly dividing their mass into neighbour voxels, commonly to values of 0.0000001 and lower :). Voxels liquid 2011/10/17. Use your mouse to place blocks. Go on, change some values. Take a look at the code and, if you... Take a drive on The Single Lane Superhighway. Do you have questions about mr doob google vortex? I'll post a video with a bit of a stress test for you. Water 2010/02/11. Came out at about what I was thinking.What do you think? The idea is simple. Dampness applied to air = evaporation, pass into the gas simulator . When you are done designing your critter you can share it with the world. We're showcasing projects here, along with helpful tools and resources, to inspire others to create new experiments. I feel very lucky to have both yours and David's support here; you both have very different engines.

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So I figured I'd join in on the conversation and answer questions too.Thanks for your kind words Dark!

Click to draw waves. I honestly don't have a huge amount of experience with other engines to know if this is good/bad/average/appalling :)So your water just disappears? It is designed to be independant of the underlying voxel engine (Pressure system, will push upwards if conditions are right.Interfaces with voxel engines via custom interfaces, allowing it to be very compatible.Is threaded, but can interact with un-threaded voxel engines safely.There are more videos of the system on the authors YouTube channel:I'm not sure I'll be able to answer any questions about it but you can try me, and hopefully you find it interesting at any rate.your engine looks really good, I'm going to check out how the terrain will look in our game (our voxels aren't 1 1 1 in dimensions) I'm guessing yes but still wanted to ask you if the blocks can be changed in dimensions.Full disclosure: I made voxwell, one of the editor extensions currently supported by Liquid Voxels.I just wanted to say that I've been hugely impressed with the developer of this project. URL. Cubiquity has a much larger scope than Voxwell, and is perhaps better suited to utilizing liquid voxels to their full potential. If I stress test rain, it would be near no effort on the simulator but mass stress on the engine. I had voxels that hung around forever, constantly dividing their mass into neighbour voxels, commonly to values of 0.0000001 and lower :). Voxels liquid 2011/10/17. Use your mouse to place blocks. Go on, change some values. Take a look at the code and, if you... Take a drive on The Single Lane Superhighway. Do you have questions about mr doob google vortex? I'll post a video with a bit of a stress test for you. Water 2010/02/11. Came out at about what I was thinking.What do you think? The idea is simple. Dampness applied to air = evaporation, pass into the gas simulator . When you are done designing your critter you can share it with the world. We're showcasing projects here, along with helpful tools and resources, to inspire others to create new experiments. I feel very lucky to have both yours and David's support here; you both have very different engines.

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mr doob vortex liquid

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Posted on August 29, 2020

http://freespace.virgin.net/hugo.elias... 3D representation of the music playing. Subscribe 4. etc.I probably over-answered that statement, but I really like this topic :)And I don't think I've ever seen cube-shaped water in real life. In just a couple months (less?) There's two factors to the scaling:How quickly the simulator can do it's updates (and how often per second it's told to update)How quickly the voxel engine can display those update.Those are the basic versions, both are complex subjects in their own. Liquid voxels is a cellula automata based fluid simulation which is written in C# and runs within Unity. I really appreciated your willingness to send through a copy of your asset, I honestly wasn't expecting such a positive response. Have fun! Once again pushing the canvas tag, once again Chrome being the... "Do Shades" is not really a GLSL tutorial. He contacted me out of the blue to ask if I was interested in Liquid Voxel support for Voxwell.I sent him a copy and within a couple days he had a working demo and he's regularly provided me with updates ever since. But you have got me thinking I should make a large(ish) terrain in voxwell and demonstrate that voxwel can perform quite impressively on larger scales as well.Edit: moving bits around, still getting the hang of this thread based conversation thing :)So how well does this scale? Create your own critter! So I figured I'd join in on the conversation and answer questions too.Thanks for your kind words Dark! Cubiquity has a much larger scope than Voxwell, and is perhaps better suited to utilizing liquid voxels to their full potential. Subscribe for Newsletter. Started as a three.js interactivity example but I guess I got a bit over excited :) 3D representation of this classic 2D water effect algorithm. Also, First reddit post here, I'm a reddit n00b so go easy on me :)First of I'd like to thank David for starting this post, it's a nice feeling to have someone show interest in something I'm working on.There isn't a lot left to say that David hasn't already mentioned, it was a fine introduction! Animation ie Dampness applied to ground = percolation, ground changes color, water block removes the amount of dampness applied to the other object. Come on OP, try harder!Edit: Sarcasm (since I presumably need to state it explicitly)New comments cannot be posted and votes cannot be castPress J to jump to the feed. Type some text and hit enter. In just a couple months (less?) Internet Explorer 6 2010/10/07.

So I figured I'd join in on the conversation and answer questions too.Thanks for your kind words Dark!

Click to draw waves. I honestly don't have a huge amount of experience with other engines to know if this is good/bad/average/appalling :)So your water just disappears? It is designed to be independant of the underlying voxel engine (Pressure system, will push upwards if conditions are right.Interfaces with voxel engines via custom interfaces, allowing it to be very compatible.Is threaded, but can interact with un-threaded voxel engines safely.There are more videos of the system on the authors YouTube channel:I'm not sure I'll be able to answer any questions about it but you can try me, and hopefully you find it interesting at any rate.your engine looks really good, I'm going to check out how the terrain will look in our game (our voxels aren't 1 1 1 in dimensions) I'm guessing yes but still wanted to ask you if the blocks can be changed in dimensions.Full disclosure: I made voxwell, one of the editor extensions currently supported by Liquid Voxels.I just wanted to say that I've been hugely impressed with the developer of this project. URL. Cubiquity has a much larger scope than Voxwell, and is perhaps better suited to utilizing liquid voxels to their full potential. If I stress test rain, it would be near no effort on the simulator but mass stress on the engine. I had voxels that hung around forever, constantly dividing their mass into neighbour voxels, commonly to values of 0.0000001 and lower :). Voxels liquid 2011/10/17. Use your mouse to place blocks. Go on, change some values. Take a look at the code and, if you... Take a drive on The Single Lane Superhighway. Do you have questions about mr doob google vortex? I'll post a video with a bit of a stress test for you. Water 2010/02/11. Came out at about what I was thinking.What do you think? The idea is simple. Dampness applied to air = evaporation, pass into the gas simulator . When you are done designing your critter you can share it with the world. We're showcasing projects here, along with helpful tools and resources, to inspire others to create new experiments. I feel very lucky to have both yours and David's support here; you both have very different engines.

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