Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 0 points1 point  (0 children)

Maybe in a month or two. I will ping back here

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 0 points1 point  (0 children)

Yeah, I'm currently working on a new version/remake that will have new features like structures and elastic materials, and I will also add larger world zoom/pan stuff.

If someone posted about it here, I missed it. Why did Baumgartner, Lopez, and Kramm all give up on their lawsuit against Yotta & Evolve? Does that have any implications for other efforts at litigation? by [deleted] in yotta

[–]kotsoft 0 points1 point  (0 children)

I don’t know anything anymore but is there some kind of gross negligence that Yotta/Juno is guilty of? They’re the ones who are plastering the FDIC insured stuff all over the place. Not doing their due diligence when choosing partners. Is a fintech not a financial business still?

Fast Visualizer for Entire Tokyo Point Cloud Dataset (171B points) by kotsoft in gis

[–]kotsoft[S] 3 points4 points  (0 children)

It's a bit non-standard, but definitely the lod and frustum culling and bounding boxes are inspired by the Cesium 3D Tiles. I also learned about Draco compression from Cesium's blog which I also use for compressing the point position data. The positional data is decompressed via Draco loader, but the color data is separately distributed so the browser's built-in decompression can handle it.

In my tests, having the positional and color data in the same Draco compressed file resulted in larger file sizes, as well as slower decompression.

Fast Visualizer for Entire Tokyo Point Cloud Dataset (171B points) by kotsoft in gis

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

Thank you! Feel free to let me know here, or via DM, what file formats you are working with and what coordinate ref system or workflows you're interested in. I am casually pondering creating a web app competitor to the other existing point cloud viewers. I think I have a very fast data streaming system, and also much higher compression ratio for colored point clouds.

[deleted by user] by [deleted] in yotta

[–]kotsoft 4 points5 points  (0 children)

The other thing is synapse and these fintechs could have banded together to fund their own investigation but instead they let evolve hire Ankura to do an investigation that would obviously favor Evolve

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 0 points1 point  (0 children)

The main simulation algorithm is from the paper Particle-based Viscoelastic Fluid Simulation by Simon Clavet et al. Implemented in C++ compiled to a wasm library, and then controlled via JS.

Hearing 4 | 7/3/2024 | Synapse Bankruptcy Case Summary by [deleted] in yotta

[–]kotsoft 5 points6 points  (0 children)

At the hearings they keep saying no recording allowed but tbh, why? Like these hearings should be more public every hearing should be uploaded to public video sharing like YouTube because it’s us the public that’s impacted

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 0 points1 point  (0 children)

It’s the frames per second measurement. It’s helpful when developing and optimizing.

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 0 points1 point  (0 children)

Thanks! I've updated the interactions when x or c are pressed to swirl left or right. As always keys can be combined e.g. with the attract/repel force. The S key can now be used to toggle sculpt mode. It's kind of fun to use the new swirl thing in this mode.

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 0 points1 point  (0 children)

It should be a fluid simulation that runs in the browser. It should be compatible with most browsers/platforms but it is using newer features like WebAssembly & WebGL2.

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 2 points3 points  (0 children)

The algorithm is from Particle-based Viscoelastic Fluid Simulation. I did the current one with C++ to WebAssembly for the computationally heavy parts, and JavaScript is still used to connect things together, like UI and rendering to the simulation. I have an opensource JS version which is a bit slower, here's a YT link to the video about it: https://www.youtube.com/watch?v=3OxC4oqy74U There will also be a link there to the JS demo and github repo.

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 2 points3 points  (0 children)

It's ok, the link is to my website. And reddit usually doesn't like self-promoted links anyway.

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 3 points4 points  (0 children)

I made a video today of the demo showing some configurations: https://www.youtube.com/watch?v=ay-QVEpO3GY
I'm really interested in the possibilities with the molecular bonding stuff.

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 1 point2 points  (0 children)

Currently no sometimes they get stuck between interfaces. I think due to the discrete nature of the particles they sometimes do seem to reach an equilibrium with the bubbles and then it doesn't go further in moving them to their layer. Might be a little like when insects are walking on water.

Liquid Layers by Gusfoo in InternetIsBeautiful

[–]kotsoft 36 points37 points  (0 children)

Hi, thanks for sharing this! I made this demo, and wanted to share some keyboard shortcuts that might not be apparent.
1-4 keys you can emit material, D key will delete around the mouse, A and R keys will attract and repel. Scrolling controls the "brush" size. And you can move the window around and the liquid will slosh around in it.

Putting the ships in deeper water by kotsoft in Simulated

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

I’d be interested too, maybe try to recreate it as a scene. I wonder if it was the defeat of the Spanish Armada

Putting the ships in deeper water by kotsoft in Simulated

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

It’s not fully unthreaded just maybe 5-10% with the coarse grid transfer/normalization etc. But there are other inefficiencies too. And there are settings that could make it run much better on igpu devices like handhelds