Real-Time Fluids in Unity

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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/
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Real-Time Fluids in Unity