Real-Time Fluids in Unity
https://www.youtube.com/watc...In video games, real-time fluids can be a tricky topic.
Personally, we have always been fascinated by this kind of simulation.
Today we will re-create a real-time liquid on Unity.
When you speak about liquids, fluids, soft-bodied, or metaballs, they are often associated with techniques such as Raymarching or MarchingCubes.
With the name MarchingCubes, we also enclose MarchingSquares, Marching Tetrahedra, or DualConturing.
In this project, we wanted to use a different approach inspired by the work of Nvidia.
RESOURCES:
https://mmacklin.com/pbf_sig_preprint.pdf
http://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf
https://devfault.wordpress.com/2018/08/07/screen-space-water-rendering/
http://www.cemyuksel.com/research/papers/narrowrangefilter.pdf
http://paulbourke.net/geometry/polygonise/
GITHUB:
https://github.com/ToughNutToCrack/
OUR DISCORD COMMUNITY:
https://discord.gg/Z8QD8uF
INSTAGRAM:
https://www.instagram.com/tntcproject/
TWITTER:
https://twitter.com/tntcproject
WEBSITE:
https://toughnuttocrack.it/
FACEBOOK:
https://www.facebook.com/toughnutocrack/