No
YOU
get read to get banned from Zig Forums OP. only because you showed an interest in anything Zig Forums related.
mods are cucks. fuck the mods!
I should have filed this question under Tech Questions General #25 - Subsection QTDDTOT #5402 - Subsection Simulations #3
Sure but first I'll need to see some cuts. Make them deep.
I've read you can use cellular automaton-based approaches
If it's something that doesn't need actual flow and volume simulation (eg. just going for visuals), don't do it.
Just pre-render extremely high quality animated textures instead.
For example (pre-rendered waves):
youtube.com
Which is from:
forum.unity.com
That doesn't look good though.
Can get better results with some hand-made textures and subtle blending/displacement layers.
Something something voxels something.
Fuck I donno. What do you know?
Particle Mesh Ewald
Bump.
What are some new features that one could fundamentally implement in a physics engine in order to increase efficiency where other physics engines are too far in development to correct now?
For example, is there a particular way of representing objects or storing them that has superseded efficiency of prior implementations?