Credits: dottore sanch
Particle water effect could be improve probably.
great! having lot of fun with this patch ^^
neat stuff :)
Surface tension could be add to the particle , but i didn't get it to work both at the same time yet , should'nt be that hard. http://en.wikipedia.org/wiki/Surface_tension
For other purpose it could use also different shape like quad , but then particle rotation should be add also ... not sure if it will work the same way with rotation.
also independant mass relative to syze would be nice and easy to implement.
To finish the Navier-Stokes things to get the nice curly things to get some kind of moving flow like in the fluid solver but i don't know if that's possible and navier stoke equation is still too complicate for me.
hey david, very cool and clever!!!
I modified your shader a litte just to tidy things up. Instead of writing the values for the circular spread i compute them.
Or is it more performant to write the values directly and save the calculations?
greetings from Vienna Robi
@robi - the compiler unwraps the loops, and any calculations based on constants will be pre-computed.
@ robi , i tried to do it in a loop when i started , but i couldn't manage to have the shader compiling , so i did the loop by hand, feel free to upload your version.
Really NICE!!! Dx11 is getting more and more interesting stuff to play with. I might have one suggestion. The map which is used to define boundaries is the same map which holds the particles. Hence the particle interaction with each other is the same as the particles interaction with the boundaries. Im not sure but do you think that a seperation of two different maps (particles and Boundaries) would make more sense. Think of oil or gas that holds together but pushes from the wall. Please correct me if im wrong.
Anyway thank you very much!!!
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