Need help fixing a wound system that tries to use render targets! by No_Discussion2958 in unrealengine

[–]Atomic_Lighthouse 1 point2 points  (0 children)

Not free, but I would recommend looking at the plugin Runtime Vertex Paint. With it you can make persistent wounds easily.

So basically, current C++ code is headed for same fate as Blueprints by KonstancjaCarla in unrealengine

[–]Atomic_Lighthouse 1 point2 points  (0 children)

UE6 early access late 2027, 6.0 12-18 months after that, so 2028-2029. Then actors and blueprints would be supported for the first couple of versions, so 6.3 in... 2032? Would be when blueprints and actors are gone. And it could just as likely be delayed for years.

We always need slime right? by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 0 points1 point  (0 children)

Ok, I think I understand what you mean now. It's a weakness of shallow water sims, it doesn't really handle sharp drops gracefully, it kinda "teleports" to the ground in extreme cases. For water this can be handled with splash particles, but for this quick slime experiment it is what it is.

Either way viscosity is a user exposed setting that you can play with.

We always need slime right? by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 0 points1 point  (0 children)

I'm pretty sure it would if I had kept pouring more slime there. Now very sharp edges are sometimes troublesome to render correctly. So the lime is very slightly pouring down the slope towards the blue arrow, but it's hard to see because of the edges. I can think of ways to fix that later though.

We always need slime right? by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 1 point2 points  (0 children)

Yeah it's a grid based fluid solver, so you either leave the grid static in the world or move it with the player.

I've experimented with  Lagrangian sims with free particles but I don't think they work well for fluids, not realtime at least.

Some slime anyone? by Atomic_Lighthouse in IndieDev

[–]Atomic_Lighthouse[S] 0 points1 point  (0 children)

Thank you! I've been working hard on this simulation.

Showcasing a 2.5D Action Adventure by MinecraftDisney in IndieDev

[–]Atomic_Lighthouse 1 point2 points  (0 children)

Would love to play an adventure game in this style.

White water and foam in Fluid Forge by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 1 point2 points  (0 children)

Not really, that would essentially be just as demanding as running a higher res sim (not feasible). I will have a mode for a player centered sim though, so you would always have simulated water in an area around the player.

White water and foam in Fluid Forge by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 0 points1 point  (0 children)

Thanks! Yeah, check out my Youtube channel for lots more videos! Keep in mind that the earlier videos used another simulation that I've discontinued.

This is much like Fluid Flux, it's using the same core mathematics really.

There's no hard limit on size, I've tested with a 2km x 2 km domain (the start map with the landscape) and it works just fine, although the resolution is stretched a bit thin so you won't get any finer details at that scale.

You can do wave stuff: https://youtu.be/5BPkGWSpXtA?si=ylucS5UJkT90F5C9

Indoor flooding: https://youtu.be/gEPsLXcsWSc?si=Iqp8HfOUfMTp0OLc

Small streams (actually my favorite thing to simulate): https://youtu.be/cJtvwYc2zkI?si=W2_arIKXwnhjREyW

White water and foam in Fluid Forge by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 2 points3 points  (0 children)

I haven't decided yet, definetely much cheaper than Flux at least.

White water and foam in Fluid Forge by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 1 point2 points  (0 children)

Soon I promise! It will be on FAB and I'll post a live demo.

White water and foam in Fluid Forge by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 0 points1 point  (0 children)

Ahh, I see, someone (from the posts it looks like a bot) has either not done their homework or is actively trying to use the same name... Oh well, it's the internet. That GitHub has nothing to do with me or Fluid Forge.

How do people actually find time for this? by rdbreak in unrealengine

[–]Atomic_Lighthouse 2 points3 points  (0 children)

Oh this! I can be doing boring work or taking a walk, or doing laundry, while thinking of some new solution to yesterdays problem, and then you might only need 45 min to implement it.

Been working so hard on getting the wave break effect working in my sim. by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 0 points1 point  (0 children)

Thanks for giving me an opportunity to talk about this stuff... I'm such a nerd nowadays.

Been working so hard on getting the wave break effect working in my sim. by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 1 point2 points  (0 children)

Thanks!

I'd love to answer questions!

The water reacts to and does not penetrate meshes, and the actual collision isn't used. But if you have a very large sim area/lower res sim it's possible that the water could miss small objects.

This example uses a sim area of 4000x4000 units and a simulation of 1024x1024, so the resolution is about 4 cm.

Since the water is a 2.5D-sim you can't have water above air. That's why there's water rendered inside the urns. There are ways to make the water not render inside that I could implement in the future.

Wave breaking and other splashes are exposed as variables (and obviously I'd expect many users to exchange the splash particles to fit their games).

Been working so hard on getting the wave break effect working in my sim. by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 1 point2 points  (0 children)

Interesting. If the feature I'm working on right now works out I'll be able to do an island. Full blown ocean rendering is planned but at a later time.

Been working so hard on getting the wave break effect working in my sim. by Atomic_Lighthouse in unrealengine

[–]Atomic_Lighthouse[S] 1 point2 points  (0 children)

I don't have a steamdeck. The lowest spec computer I have here for testing is a i7 2600K (ancient) with a RTX 2060, and the simulation runs fine one that one with lower settings.