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Physics Forests - A New Real-time Fluid Solver

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  • #46
    Awesome! will you release on marketplace as blueprint ?

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    • #47
      Originally posted by Frenetic Pony View Post
      for practical purposes are there any plans for multi-grid/importance sampled sims?
      Yes, I've already mentioned it in my previous posts. At the moment we are still focusing on quality. We've improved results in the last month quite a bit, but it is not really visible in this waterfall video.

      Originally posted by Frenetic Pony View Post
      And also any plans for caching sim results?
      I didn't really think about that option. I guess we would quickly run out of memory. If we find any practical applications, we might do it.

      Originally posted by DamirH View Post
      Perhaps a naive question but do you intend to release this as a general plugin?
      If you mean general = available for anyone to buy / use, then yes. If you mean general = including all other physical phenomena, then the answer is that we will try to incorporate as much as we can. If it turns out to be beyond our reach with limited (human) resources, we will try to incorporate it in existing physics engines.

      Originally posted by DamirH View Post
      if so, do you have any sort of estimate when it might be available?
      We will not release it before it is practically applicable, that means before we implement all approximations planned and include additional features, at least constrained rigid bodies (ragdoll etc) . It's hard to estimate (maybe 6-12 months), our further steps might also depend on potential customers.

      Originally posted by gentoo5 View Post
      will you release on marketplace as blueprint ?
      We haven't decided yet, how is it going to be released. Possibly on the marketplace. I will have to read the terms and conditions.

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      • #48
        Hello,

        Looking awesome. I am considering using this plug-in for two scenarios in my project Crusoe (link below):

        1. A piping system for agriculture: Connect several poles with each other and let the water flow through them; the poles are placed horiozontally and will be open on the top so player will see the water flow.
        2. Rather unlikely but I'd like to explore the idea: Water on the beach. I am considering adding water physics to the beaches and near the rocks such that foam will spawn when in contact with them. Somes ocean waves that will propagate are also in planning. Can you system handle waves (well)?

        A note to drop: If I do use your plug-in it would be integrated in a few months time; it is not a core system of the game but would be a nice add-on for the visual quality.

        Thanks for the plug-in and your time. I wish you much success with your work because it's great.
        Cheers,
        Univise
        Take a look at my game: Crusoe

        I do custom programming work and give tuition in all aspects of the engine: just PM me.

        Here are some useful tools for you: Event Subsystem and First Person Animator Tool

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        • #49
          Originally posted by Univise View Post
          1. A piping system for agriculture: Connect several poles with each other and let the water flow through them; the poles are placed horiozontally and will be open on the top so player will see the water flow.
          That would probably already work well.
          Originally posted by Univise View Post
          Can you system handle waves (well)?
          We plan to try an simulation on the top of Gerstner waves - that means near objects in water (ships) or new boundaries (beach), we would simulate using our method and the result would be continuously blender to waves.

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          • #50
            our video was accepted to SIGGRAPH'17 Real-time live session
            you can find our submission video (2min limit) here:

            it contains a compilation of our old scenes, but as you can see, the quality improved quite a bit (for example swirls are formed nicely)
            Last edited by lubor_; 05-26-2017, 11:15 AM.

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            • #51
              Saw your demo at Real Time Live last night. Very interesting. Nice work, good demo.

              > if there is any interest in the game development community

              > I would gladly sacrifice the chamfers on my stone wall assets or the density of my grass to implement this.

              Yes and Yes

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              • #52
                you can find my siggraph real-time live demo here https://www.youtube.com/watch?v=hpuEdXn_M0Q&t=47m15s
                the same scenes + one additional color-mixing scene + a few effects (tornado on the sand castle) + some description
                Last edited by lubor_; 08-11-2017, 01:31 PM.

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                • #53
                  lubor_ Congrats on the Real Time Live presentation! I couldn't attend SIGGRAPH this year, but we found your work very exciting I didn't realize you were on our forums actually. Are you looking at a UE4 integration? I'd be very happy to discuss that more with you if you were interested. I'm curious about any problems you have run into, or architectural ideas you have for the engine. We would like to eventually run more physics on the GPU (as an option, anyway), though we need to make sure things are implemented in a cross-platform way. Good luck with everything!
                  Lead Programmer - UE4 Animation/Physics/Audio Team - Epic Games
                  Twitter: @EpicJamesG

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                  • #54
                    Originally posted by lubor_ View Post
                    you can find my siggraph real-time live demo here https://www.youtube.com/watch?v=hpuEdXn_M0Q&t=47m15s
                    the same scenes + one additional color-mixing scene + a few effects (tornado on the sand castle) + some description
                    lubor_ any ETA for an Unreal Engine plugin for this at the Marketplace? Thanks

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                    • #55
                      Originally posted by JamesG View Post
                      I'd be very happy to discuss that more with you if you were interested. I'm curious about any problems you have run into, or architectural ideas you have for the engine.
                      The state is as follows. With our CUDA implementation, we successfully managed to simulate fluids and visualize it in Unreal. However, we run into this problem: https://answers.unrealengine.com/que...-from-gpu.html . It did not seem to be possible to add a fluid into the rendering pipeline without transferring CUDA data from GPU to CPU and then back to GPU. This is a big problem for fluids with foam, where we simply can not transfer 1M foam positions every frame. If we directly edit the buffer from the main thread, it flickers every now and then, probably because we write to the buffer exactly, when the rendering thread renders it. We converted our code into openCL, which runs a bit slower on NVidia cards, but works cross-platform, but we didn't manage to resolve the data transfer issue there either. We concluded (based on various topics and articles on internet), that this is possible only if we implement our method in Compute Shaders and running it in rendering thread, which we did not do yet.

                      Originally posted by Kristof Dely View Post
                      any ETA for an Unreal Engine plugin for this at the Marketplace? Thanks
                      To be honest, game engines were not of the highest priority recently. We needed to focus on stuff that generates (or will soon generate) revenue, and it is not from the gaming community. This is not of a great surprise, because as it is, it requires too much computing power for simulations of reasonable scale. This might change in the near future (some stuff under progress). We are quite a small team and rewriting to compute shaders was not of sufficiently high priority. The progress might get faster if we manage to get an investment.
                      Last edited by lubor_; 09-22-2017, 12:24 PM.

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