YOU

No

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

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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/watch?v=L36orF8rC-M

Which is from:
forum.unity.com/threads/water-system-based-on-baked-fluid-simulation.504291/

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For example, is there a particular way of representing objects or storing them that has superseded efficiency of prior implementations?

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