Published on May 17th, 2013, 5/17/13 1:37 pm. The better term for it would probably be 'percolation' as it's actually trying to model water soaking into the ground moso than evaporation.The intention is that in a few more iterations I'll be having water impart "Dampness" to non-water blocks, and allowing those blocks (the parent voxel engine) deal with that how it feels like. It is designed to be independant of the underlying voxel engine (Pressure system, will push upwards if conditions are right.Interfaces with voxel engines via custom interfaces, allowing it to be very compatible.Is threaded, but can interact with un-threaded voxel engines safely.There are more videos of the system on the authors YouTube channel:I'm not sure I'll be able to answer any questions about it but you can try me, and hopefully you find it interesting at any rate.your engine looks really good, I'm going to check out how the terrain will look in our game (our voxels aren't 1 1 1 in dimensions) I'm guessing yes but still wanted to ask you if the blocks can be changed in dimensions.Full disclosure: I made voxwell, one of the editor extensions currently supported by Liquid Voxels.I just wanted to say that I've been hugely impressed with the developer of this project. Basically here's what I often see: (simulator is updating 10 times per second)After that it's really starting to get situational.
This time forming a sphere. http://freespace.virgin.net/hugo.elias... 3D representation of the music playing. Rotozoomer 2010/02/26. Started as a three.js interactivity example but I guess I got a bit over excited :) I'll post a video with a bit of a stress test for you. Water 2010/02/11.
Do you have questions about mr doob google vortex? Some features: Reacts to changes in environment in real time. Your graphics card does not seem to support WebGL. So I figured I'd join in on the conversation and answer questions too.Thanks for your kind words Dark! But you have got me thinking I should make a large(ish) terrain in voxwell and demonstrate that voxwel can perform quite impressively on larger scales as well.Edit: moving bits around, still getting the hang of this thread based conversation thing :)So how well does this scale? Find out how to get it here.here. If the water crosses cubiquity chunks, the shape and size of the water etc. Ended up doing something a bit like my old experiment "Ball Pool" but in 3D. etc.I probably over-answered that statement, but I really like this topic :)And I don't think I've ever seen cube-shaped water in real life. It is designed to be independant of the underlying voxel engine (Pressure system, will push upwards if conditions are right.Interfaces with voxel engines via custom interfaces, allowing it to be very compatible.Is threaded, but can interact with un-threaded voxel engines safely.There are more videos of the system on the authors YouTube channel:I'm not sure I'll be able to answer any questions about it but you can try me, and hopefully you find it interesting at any rate.your engine looks really good, I'm going to check out how the terrain will look in our game (our voxels aren't 1 1 1 in dimensions) I'm guessing yes but still wanted to ask you if the blocks can be changed in dimensions.Full disclosure: I made voxwell, one of the editor extensions currently supported by Liquid Voxels.I just wanted to say that I've been hugely impressed with the developer of this project. I'm not the developer, but our Cubiquity voxel engine is the handling the rendering of the simulation (in most cases) so I have some interest in it.Liquid voxels is a cellula automata based fluid simulation which is written in C# and runs within Unity.
Liquid voxels is a cellula automata based fluid simulation which is written in C# and runs within Unity. He contacted me out of the blue to ask if I was interested in Liquid Voxel support for Voxwell.I sent him a copy and within a couple days he had a working demo and he's regularly provided me with updates ever since.
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