Check out this impressive animation setup with amazing water control from @BeachsideCW by JoeKomputer, an upcoming Unity-powered car washing sim.
Wishlist: 80.lv/articles/check-out-thi…
Working on more sample scenes for ObiFluid. This one uses force zones to build some gameplay around gathering and shooting water to targets. #madewithunity#gamedev#unity3d
Obi Fluid 7.1 will also feature per-particle vorticity tracking (vortons) and baroclinity, together with volumetric diffuse particle rendering. When running in the GPU this allows for cheap but convincing smoke, not confined to a limited domain. #madewithunity#gamedev#unity3d
New sample scene coming soon for Obi Physics Suite 7.1. Running 100% on the GPU, a particle-based falling sand game! Sand becomes mud when humid, Water turns into smoke when heated, lava cools down into stone, etc. #madewithunity#gamedev#unity3d
Implemented @3DMattias's UV adjacency map method in Unity, used together with @Michael_Moroz_'s reintegration-tracking based shallow water SPH fluid solver. Simulation happens entirely in UV space, fluid nicely flows over UV seams. #madewithunity#gamedev#unity3d
Particle foam simulation in Obi 7, with density control and surface tension which prevents the usual "stringy" look of foam advection by keeping it from cluping too much. Coming to the beta in a few days, and public release in three weeks! #gamedev#madewithunity#unity3d
FluXY 1.5 will feature a shallow water fluid solver. This enables fluid simulation on heightmaps, with waves and vortices. Early tests look good! #madewithunity#gamedev#unity3d
FluXY 1.4 for Unity will be released this week (free update). It includes flip book recording/playback tools. Save your simulations to a texture and use them everywhere!🔥#unity3d#gamedev#assetstore#madewithunity
Implementing gravity maps in FluXY, this allows containers to use arbitrary meshes and simulate in tangent space! fluid won't flow across uv seams though :( #gamedev#unity3d
Continuous surface self/inter-collisions in Obi 6.0 for #unity3d will let you do some pretty crazy stuff with cloth and granulars at interactive frame rates (120 fps) #IndieGameDev