

No Is there a reason why this should be core and not an add-on in the asset library?

If this enhancement will not be used often, can it be worked around with a few lines of script? Nvidia FLEX (C++, UE4, Unity, and 3rd party godot support by but its not not maintained/ Cant find the repo anymore?) Some of these run slow because they are cpu based in a browser native gpu is much faster. Smoke simulators tend to be a grid or voxel basedīoth can work in 2d but smoke can be simulated in 2d with extra passes to make it look 3D so that it can be used convincingly in a 3d world (This one was baked to a texture first, more to show the rendering concept) Smoke can also be done in 3d at a low-res then upscaled with noise for better performance.

When used at a low res or in 2d smoke can be used even on low-end platforms like mobile. Smoke has a really cool advantage in that it can be used at a very low resolution to advect particles or can be done in 2d to save compute costs.
#PAVELDOGREAT GITHUB IO FLUID SIMULATION SIMULATOR#
Godot 4 particles and SDF collisions have gotten us halfway to a liquid simulator already now all that needs to be done is SPH/PBF and rendering it. Im fine with it being its own node as well. I mentioned this to reduz about adding sph or pbf to the particle simulator in godot 4 but he preferred it being its own node. SPH or PBF seems to be the most popular fluid simulation method although I have seen FLIP once as well.Īlthough 3d is only available to high-end platforms 2d simulation can be done on low/medium end platforms. You can also do it cpu side but this really restricts particle counts and visual fidelity. Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagramsĬompute shaders (GPU) are the way to go when doing this. It would not be possible to simulate a whole ocean or lake for example but its reasonable to simulate splashing, pouring effects, filling a small tub of water, or even using this simulation to advect particles. Realtime fluid simulation is not impractical for games on modern high-end hardware provided the scale of the effect is limited. Would be great to have it available in Godot as well Describe the feature / enhancement and how it helps to overcome the problem or limitation 3rd person platformer thingy / realtime vfx for portfolio Describe the problem or limitation you are having in your projectĬurrently it is possible to fake fluid using traditional techniques but other engines are rapidly advancing Realtime simulations as well.
