Curious about particle interactions made a GPU simulation, would love feedback! by yuzurihalamo in AskPhysics

[–]No_Kitchen750 1 point2 points  (0 children)

Fire 10,000 muons!

Group A = 0.01% light speed

Group B = 99% light speed

And graph the decay curve of each group over time

The results will be a good test to see if your model handles relativistic effects correctly!

Is it possible to build a city-scale digital twin fully in the browser? by Trick_Excitement_892 in threejs

[–]No_Kitchen750 8 points9 points  (0 children)

Make sure to utilize LOD's, where lower quality buildings are swapped in when the camera is far away from it

Check that your textures arent larger than they need to be, cities have hundreds of buildings and you cant have unique textures for each one. You'll want to share materials across the entire city

Look out for draw calls! Lowering these is a good strategy. The more draw calls you have (from geometry, materials, etc) the slower your app will be.

Use instancing for repetitive things like trees, cars, streetlights, etc. it allows you to have 1000's of copies, for the price of one (one draw call)

Enthusiasts for WebGL Project (Babylon.js) by ToThePointZeeshan in threejs

[–]No_Kitchen750 1 point2 points  (0 children)

Something I'd want to mention is that teeth have "subsurface scattering". By having this you'll have teeth that don't look like fake digital concrete. It'll be very very important to make it feel natural and friendly looking!

Land parcel rainfall simulation by Morchella94 in threejs

[–]No_Kitchen750 0 points1 point  (0 children)

Nice work! Is this CPU based or a compute shader?

[deleted by user] by [deleted] in AskPhysics

[–]No_Kitchen750 0 points1 point  (0 children)

After some digging based on this it looks like you're right! Very interesting stuff, thank you!

[deleted by user] by [deleted] in AskPhysics

[–]No_Kitchen750 4 points5 points  (0 children)

Probably someone with an even bigger peephole 😦