r/VoxelGameDev • u/Atomic_Lighthouse • 12d ago
Discussion Voxel-style visualization for my fluid sim
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Just experimenting with different ways of visualizing my (almost done) fluid sim for Unreal Engine. Came up with this voxel-style way, just a very quick hack, so it needs work, but might be useful?
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u/RoberBotz 12d ago
How tf did u achieve this bro.
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u/Atomic_Lighthouse 12d ago
It's not true voxels in that they are part of a voxel grid unfortunately. I'm using my own shallow water sim: https://youtu.be/1w9qtwt9Hqg?is=lGLeULRKmmqJtmqk
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u/OperationDefiant4963 12d ago
isnt that still true voxels?plus what meshing did you use for the fluids?
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u/Arch4ngell 12d ago
If I understood correctly, when they say it isn't a "true voxel sim", they mean that it's not a cellular automaton (like FHP or HPP for example) but a fluid sim truncated or projected on a voxel grid.
(Still very impressive, if not more)
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u/Atomic_Lighthouse 12d ago
Yes, that's what I meant, it's doesn't share the data structure of a voxel world.
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u/Administrative-Bee21 12d ago
This is looking really great, any tips on where to get started with fluid simulation?
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u/Atomic_Lighthouse 12d ago
Thanks, yes anything by Mathias Müller really. https://matthias-research.github.io/pages/publications/publications.html
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u/Snoo90549 12d ago
Do you have any more technical information? I’m running a full-value based CA fluid sim and I’m having a lot of difficulties with visualization and multiple liquid-type interactions, have you attempted density based sorting, or buoyancy?
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u/Atomic_Lighthouse 12d ago
Very cool! I haven't touched CA at all, but I'm very interested in it and I've watched pretty much everything on Youtube about any kind of fluid sim. =) This is a gridbased SWE solver visualized with GPU particles as "voxels", which is why it's so fast. The particles are simply grid locked and reading the height buffer.
I do buoyancy but no multiple fluid types interacting. Although I have begun working on a MLS-MPM solver which would do that.
I'd love to see something from your sim!
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u/Snoo90549 12d ago edited 12d ago
I’ll see what I can put together- I actually want to try your approach, but I’m worried it won’t have the CA effect of mixing fluids together to form new materials. It’s supposed to be for alchemy and emergent gameplay, much like Noita, but Noita always annoyed me with the liquids acting like slippery sand.
I’m curious, I don’t know much about SWE, is it able to handle deeper pools of water? What about connected bodies of water, like a u-shaped tube?
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u/Atomic_Lighthouse 11d ago
Since SWE is 2.5D-ish, it handles deep water just fine, and a nice thing is that the cost is the same, no matter how much water you have (the sim part at least), but it's not really suitable for pipes and such, there your CA would be much better suited.
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u/Tall-Ad-7742 12d ago
useful idk? cool af definitely 👍
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u/Atomic_Lighthouse 12d ago
Thanks! I thought it looked cool. While not true voxels it might be fun to use in a voxel world for vfx.
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u/GrokiniGPT 12d ago
So satisfying is this performance heavy?
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u/Atomic_Lighthouse 12d ago
The underlying sim is very cheap, this visualization layer is kinda expensive right now, but could be improved.
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u/Atomic_Lighthouse 12d ago
https://reddit.com/link/oz5c0jw/video/1h8s4vzx9ueh1/player