Hey Folks,
I’m the lead developer on Cataclysm. Let me answer some questions I saw here.
- Cataclysm is Win10 only. Currently, this is due to our use of Volume Tiled Resources, the 3D version of Tiled Textures for which support was added in D3D11.3.
- Cataclysm is an R&D experiment and not a supported product.
- It was developed on a Titan X, and later on a 1080 GTX. Any timing I may mention is on my 1080.
- I added a map I used in development to the github project, and updated the Getting Started section of the README. I do not know when I will be able to release the maps seen in the video, but I am working on it. The Dev/SingleEmitter map has some good settings on the FLIP Domain, and I have the particles set up with a lifetime that should keep them at around 2M after the sim runs a while. With 2M particles I get about 45fps on that map. It’s also clear from that map the tricks I use to make the solid boundaries thick enough to hold water, and to make sure all their scales are constant. With a stable emitter, the simulation explosions are usually due to the solid boundaries being too thin and causing pockets of air and strange collisions (sometimes due to the use of non closed meshes), or from non uniform scaling on the geometry.
- If you want to turn VTR off, and try to figure out how to get this running on earlier version of windows, you should set USE_FAKE_VTR to 1, and you will probably want to set USE_SMALL_DOMAIN to 1, and LS_MULTIPLIER to 1 which will save a lot of memory when not using VTR. After that, you will have to update the RHI so that it uses an earlier D3D version. Sorry, there are no current plans to make Cataclysm work on an OS other than Win10 TH2, which is what I develop on.
Thanks for your interest. And thanks to my boss for letting me open source this experiment!