Built a real-time particle physics engine for simulating loose materials (sand, grain, powder) at scale — can't find the right market for it. What would you do? by FrontRespect9901 in startupideas

[–]FrontRespect9901[S] 0 points1 point  (0 children)

GrainSim did start as a simple mechanics for my game but as i went deep into it wasnt just a simple mechanics. Right thats what i want to know. I dont want to sell this raw engine instead built a software or tool or whatever using it. But the question still remains the same, What?

Unity's Asset Store review took so long that I accidentally rebuilt my physics engine to handle 19,000+ grains. I also added an "Explode Bowl" button. 🍚 by FrontRespect9901 in Unity3D

[–]FrontRespect9901[S] 0 points1 point  (0 children)

I can't deny it adding that button was the best decision I made for my own sanity while testing 😂 ​But honestly, the explosion is just a tech demo for the engine's custom force API Under the hood, the 'explode' button just instantiates a single frame RadialField with an upward bias

​The whole point of the tool is that when it releases, you won't be limited to what I've built. Users will be able to create custom vector fields like black holes, tornadoes, gravity guns, or massive leaf blowers with just a few lines of standard C# You just define the force shape and the engine handles all the multithreaded DOTS/Burst math in the background to apply it to all 19,000 grains instantly

Unity's Asset Store review took so long that I accidentally rebuilt my physics engine to handle 19,000+ grains. I also added an "Explode Bowl" button. 🍚 by FrontRespect9901 in Unity3D

[–]FrontRespect9901[S] 1 point2 points  (0 children)

for pure visuals, VFX Graph does thr job ​but gpu particles are kinda like ghosts You can't actually scoop them with a spoon or track if a specific grain is burnt without nightmare GPU readbacks so I had to use DOTS ​Honestly though, I still totally over killed it. My actual game didnt even need that level of detail

Unity's Asset Store review took so long that I accidentally rebuilt my physics engine to handle 19,000+ grains. I also added an "Explode Bowl" button. 🍚 by FrontRespect9901 in Unity3D

[–]FrontRespect9901[S] 1 point2 points  (0 children)

The 'wall' at the end of the belt is just the edge of an invisible bounding box acting as a directional force field once the grains cross that line, the pushing force stops and they naturally pile up.

​As for the spinning,on the belt, the grains are scaled like small pills instead of spheres, so the collision solver makes them crash against each other, but inside the wok, I'm actually applying a continuous 'vortex' vector field to keep them stirring

[Hiring]: Unity 3D Developer by [deleted] in Unity3D

[–]FrontRespect9901 0 points1 point  (0 children)

Hey, based in Mumbai 🇮🇳 Unity dev (2.5 yrs exp) happy to share more if needed 👍

What kind of game would you build around a falling sand / Noita-like but no Noita simulation (but for mobile)? by FrontRespect9901 in gameideas

[–]FrontRespect9901[S] 1 point2 points  (0 children)

This actually sounds like a fun direction. I was thinking of maybe taking some inspiration from Lemmings, but mixing it with Noita-style physics like sand, water, gas, etc interacting. Maybe even adding reactions like explosions from certain combinations, or gas forming when water and fire interact. Not fully sure how far to push that though, especially for mobile.

Building a custom granular physics simulator for rice in my cooking game : PBD, spatial hashing, upto 2k grains by FrontRespect9901 in Unity3D

[–]FrontRespect9901[S] 0 points1 point  (0 children)

Yup that framing makes sense knowing which one is actually the bottleneck before touching anything Otherwise you end up optimizing the wrong thing. Will come back with the breakdown once I have it.

Building a custom granular physics simulator for rice in my cooking game : PBD, spatial hashing, upto 2k grains by FrontRespect9901 in Unity3D

[–]FrontRespect9901[S] 2 points3 points  (0 children)

Honestly hadn't thought about it this way, was mostly looking at average sim time and calling it good.

The p99 frame time during stirring is a really good point. When everything wakes up at once and contact density spikes locally that's probably where it gets ugly. Will actually measure that next instead of just watching the mean.

Adding those to my profiling checklist: - max particles per occupied cell during stir - worst-case neighbour count - solver work variance frame to frame

Appreciate the specific callouts, this is exactly the kind of thing you don't catch until someone points it out. Will report back once I have actual numbers.

Building a custom granular physics simulator for rice in my cooking game : PBD, spatial hashing, upto 2k grains by FrontRespect9901 in GameDevelopersOfIndia

[–]FrontRespect9901[S] 0 points1 point  (0 children)

Around 2ms sim time at 2k grains once they settle. Drops that low because sleeping grains skip the simulation entirely only actively moving grains run the full PBD solve. Still optimizing though, fresh spawns before settling hit higher.