![Grant Kot](/img/default-banner.jpg)
- Видео 169
- Просмотров 965 767
Grant Kot
США
Добавлен 10 сен 2006
I am working on a video game where every single block is physically simulated and can be interacted with. Imagine if you could pick up a large body of water, and smash that into a building, which would then break apart and come tumbling down. That is just one of the many things the custom physics engine in this game will be able to do.
I still have a ways to go before going "early access", but you can follow my progress on this channel as I build out my game and physics engine. I love reading feedback and suggestions and try to incorporate those in my videos as much as possible. Many of the scenes that I simulate are based on actual material and structure requests that I read in the comments!
Some videos on this channel are really old (I've been making physics simulations for over 14 years), but I keep them around because it can be really fun to look back and see where I started.
I still have a ways to go before going "early access", but you can follow my progress on this channel as I build out my game and physics engine. I love reading feedback and suggestions and try to incorporate those in my videos as much as possible. Many of the scenes that I simulate are based on actual material and structure requests that I read in the comments!
Some videos on this channel are really old (I've been making physics simulations for over 14 years), but I keep them around because it can be really fun to look back and see where I started.
Putting a Liquid Simulator in tldraw
Demo: grantkot.com/draw/
Just some early experiments with tldraw. Most of the time spent so far was just project setup
Just some early experiments with tldraw. Most of the time spent so far was just project setup
Просмотров: 102
Видео
Liquid Layers
Просмотров 11 тыс.14 часов назад
Demo: grantkot.com/ll Added new interactions, better multi-touch, easier to modify via scripting. The physics is based on the paper: Particle-based Viscoelastic Fluid Simulation by Simon Clavet, Philippe Beaudoin, and Pierre Poulin
WebAssembly Liquid Simulator
Просмотров 3,8 тыс.Месяц назад
2D Liquid Demo: grantkot.com/ll/ 3D Liquid WIP Preview: grantkot.com/pvfs3d/ Mesh Shader Demo (Mesh Shader.zip): kotsoft.itch.io/liquid-crystal-sandbox-parsec-version Blobs: kotsoft.github.io/blob/ Going to work hard the next month to port a variety of mini physics demos to WebAssembly.
Open-source Particle-based Viscoelastic Fluid Simulation Implementation
Просмотров 3,3 тыс.Месяц назад
Demo: kotsoft.github.io/particle_based_viscoelastic_fluid/ Code: github.com/kotsoft/particle_based_viscoelastic_fluid/ Everything can mostly be implemented directly from the pseudocode in the paper. For more info about spatial hashing, I would recommend Matthias Muller's 10 minute physics. I also made some changes to the springs section to improve stability.
How I Use Mesh Shaders
Просмотров 3,2 тыс.Месяц назад
Quick mesh shader explanation vid for the new peeps. Also I tried to record higher quality than my previous vid on MS.
Ships, Deep Water | Voxel Physics Engine
Просмотров 4,1 тыс.Месяц назад
Re-enabling coarse pressure for my ships scene, allowing for much deeper water.
4K, 6 Months of Voxel Physics Engine Optimizations
Просмотров 12 тыс.2 месяца назад
4K60 reupload of my previous video detailing the past 6 months of optimizations I've made for my engine. Some clips are newly recorded since I don't have 4K versions of all of my old footage. Some early unoptimized demos here: kotsoft.itch.io/
My Voxel Physics Demos on itch.io
Просмотров 3,3 тыс.2 месяца назад
Demos page: kotsoft.itch.io/ ruclips.net/video/XgzCNFG4XWE/видео.html These are 4K clips from currently released demos, going backward from most recent to oldest.
6 Months of Voxel Physics Engine Optimizations
Просмотров 45 тыс.2 месяца назад
Demos page (unoptimized): kotsoft.itch.io/ A summary of my past 6 months (or maybe more lol) of voxel physics engine optimizations to get massive simulations running in real-time on laptops and handhelds. Going through memory bandwidth optimization, sparse grid and adaptive particle resolution.
Structures Preview | Deformable & Liquid Voxel Physics
Просмотров 1,6 тыс.2 месяца назад
0:08 Shape Matching Clusters 0:50 Normal Stiffness 1:37 Terrain The new structures system will be much more flexible than the old one, which only did one shape matching cluster per object. The new one will be able to support multiple clusters as well as connections between clusters. Here the particles are only assigned to 1 cluster, but I will work on letting them be part of multiple clusters w...
Updated City Demo on Itch.io | Liquid Crystal
Просмотров 9073 месяца назад
Updated City Demo on Itch.io | Liquid Crystal
City-scale Real-time Liquid Simulation | Liquid Crystal
Просмотров 1,1 тыс.3 месяца назад
City-scale Real-time Liquid Simulation | Liquid Crystal
Block Building Preview | Liquid Crystal
Просмотров 5803 месяца назад
Block Building Preview | Liquid Crystal
Renderer Improvements, Ambient Occlusion (Intel XeGTAO)
Просмотров 1,3 тыс.3 месяца назад
Renderer Improvements, Ambient Occlusion (Intel XeGTAO)
Deep Water (6/6): Multigrid Pressure
Просмотров 6264 месяца назад
Deep Water (6/6): Multigrid Pressure
Deep Water (5/6): Fixed Visual Glitches
Просмотров 4704 месяца назад
Deep Water (5/6): Fixed Visual Glitches
Deep Water (4/6): Distance to Surface Adaptive Particle Resolution
Просмотров 4224 месяца назад
Deep Water (4/6): Distance to Surface Adaptive Particle Resolution
Deep Water (3/6): Distance to Player Adaptive Particle Resolution
Просмотров 3884 месяца назад
Deep Water (3/6): Distance to Player Adaptive Particle Resolution
Clearwater and Structures Preview (Liquid Crystal)
Просмотров 6274 месяца назад
Clearwater and Structures Preview (Liquid Crystal)
Liquid Crystal New Demo Now Available On Itch.io (4K)
Просмотров 1,7 тыс.Год назад
Liquid Crystal New Demo Now Available On Itch.io (4K)
Light Absorption & Fresnel (Real-time Voxel Physics)
Просмотров 2 тыс.Год назад
Light Absorption & Fresnel (Real-time Voxel Physics)
Going Underwater (Realtime Voxel Physics Engine)
Просмотров 4 тыс.Год назад
Going Underwater (Realtime Voxel Physics Engine)
This is utterly wikid :)
Truly amazing!
wow the development is so fast
So much potential here.....
Noita 2.0 Tech Demo
Oh wow! This is spectacular! Is this an open source project with a github repo!
Danball 2.0
I lost my shet when he moved the window and the liquid got mixed. He just said it so casually too!! That's an amazing feature!
Thanks! Handling different window sizes properly is an important thing to keep in mind when developing a responsive web site.
this is really cool
just incredible! I am in love with the planet stuff!!!!
Just incredible!! Could something like this be ported to Godot? This would be so wonderful to play with for 2D video games!!
Thanks! Definitely the base algorithm from Particle based Viscoelastic Fluid Simulation (Simon Clavet) could be implemented. But yeah I think JS+Wasm is a pretty amazing combination for getting near native performance but being easy to hack around on.
Just spent an eternity trying to get 4 different colored blobs to stay together in zero gravity just using the drag tool. Meanwhile my sister married and had two kids who study statistics now.
There is the nbody checkbox under the simulation tab which might be helpful lol
a very fun project i hope you continue adding littel things to it and meybe make it a stand alone programe or game at one point
great job! Do you calculate the physics on CPU side? If yes do you use simd instructions? Iam thinking about reimplementing my fluid simulation from GPU side to CPU. ruclips.net/video/R7nsbQ9iQEo/видео.html
Yeah I use WebAssembly with simd but if you multiply by substeps mine is only 20k at 240fps so I guess GPU 10 times faster
Price
I have some free demos on itchio: kotsoft.itch.io/ But the one with the worms needs a pretty extreme computer. I have also started working on a less demanding physics simulator in WebAssembly: grantkot.com/
Noita 2 Demo :)
I've been having so much fun with this. Thanks. Stay inspired!
You seem excited. /s Maybe you could add some molecular like feature where the different materials can act as atoms and form molecules if they exist in the right configuration. This would likely make the simulation non-realtime though but maybe if you limited the possible configurations. E.g., 4 reds with a blue center in the form of a + can form a molecule and these will then act as fixed structures which could only break if another molecule hit it hard enough. Also, maybe have some help hints when mouse is over the text.
Yeah, great ideas! Thanks for reminding about the hover hints. Will try to get those in soon.
This is like a liquid version of powder toy.
This is REALLY amazing!!!
This is AWESOME
This remainding me of old sandbox game called OE-Cake that was released in 2008, some structure you called "molecular bonding" and those spaghetti thing I saw in that game too.
Very cool man!
very impressive i like this
"Falling sand" games aren't new, but this is the by far the best fluid simulation i've seen in that vein
Long time ago I saw something about a technique where liquids were simulated as layers of particles near the surface, and as voxel-grid celular-automata style simulations inside the volumes, with the interface between the two types talking with each other to transfer forces and densities and stuff, and particles being created and destroyed as needed, and the voxel grids adjusted to fit inside as the surface layers changed shape, and stuff like that. Would that be something that could help you get deeper water working better?
Yes this is definitely something I need to look into. It gets a bit difficult in my case I think because I have many objects interacting with and poking into the water, sometimes thin objects too like the demo with the bamboo. And then there is the multimaterial aspect of things.
Imagine if this tech was already available when they were creating Teardown...
Steam page? What is it? Do got any toys and I can add to my Deck yet?
I didn't put up the steam page yet for the 3d sandbox. I just tried out the webassembly simulator on there but the experience is not great as for some reason the browser doesn't seem to enable multitouch and accelerometer. I think I'll try to compile a native version of Liquid Layers to put on Steam. My 3D stuff I probably need to lower down the minimum requirements. Gotta get it at least 60fps on the Steam Deck.
Actually, multitouch does work with the browser demo on Steam Deck. I think I just hadn't used it in a while and had to do some things to get the touchscreen working.
Game name B.
I didnt expect to interact with it in my phone directly, dude your a Genius, wish you all the best and God bless
I would really like to see electric potentials and radii added here. It could be fun to try to make molecules with this!
Especially in the 3d version!
Truly amazing. I see so much potential for a Game. But sadly, it doesn't run in FireFox. I just can't emit any particles. Does anyone has similar issues?
Hi, Firefox should be able to run this. Would you be able to press F12 while on the page so the inspector pops up, then reload and see if any errors pop up in the bottom? It does use some newer features like WebAssembly and WebGL2 so maybe also check your FF version in settings (search "updates" to get to relevant section). I am currently trying it out on FF 127.0.2.
This looks so much fun to play with! Am I the only one thinking... Noita sequel?? :)
add some bubbles, boids, maybe some slime growth. maybe add a crafting system, where you recognize certain molecule structures, and you replace them with other particles.
Amazing stuff! Where can we read more about the background and the method used to simulate the fluids?
Thanks! The base liquid algorithm can pretty much be fully implemented just by following the paper Particle-based Viscoelastic Fluid Simulation. The method I recommend for spatial hashing can be found here: github.com/DiligentGraphics/DiligentSamples/tree/master/Tutorials/Tutorial14_ComputeShader
@@GrantKot I've been working on implementing the paper for a few days now, it's coming along nicely. Thank you so much for your inspiring work!
Fantastic!
Fun demo! always love playing with this kind of thing
is it intentional that i can drag the window to shake the fluid? 😅
@basiliotornado yeah dragging and resizing the window are supported. On mobile accelerometer and multitouch is also supported.
Does this have a public git repo that I could contribute code to?
I don't have the SIMD optimized version available to public, only a JS version so far: github.com/kotsoft/particle_based_viscoelastic_fluid/ If there are features you would like to see let me know and I can also potentially add them.
Me: look ma! I'm a Jedi Ma: stop playing with your cereal 🥣
It's wild that moving the window is simulated as motion, such a cool detail
do you plan on updating liquid heating in the future? im actually very curious how well your new fluidsim performs compared to back then.
I think the liquid heating one was reasonably optimized. With it I resolved the multithreading and cache issues that were plaguing me when I moved up to the 5900X. Its main slowdown is the tracking of the full 3x4 deformation gradient. And sending it to the GPU as all floats. In the newer one, with the sand, I only send a byte for each of the 3x3 deformation gradient elements.
@@GrantKot interesting, because something i realized with the liquid heating is that it runs at 20 fps (1 million particles i think it is?), and it does not matter if my cpu is clocked at either 4ghz or at 2ghz it runs at the same fps, possibly memory bottle necked, since you said that you made the particle memory size smaller, maybe it should run at 40 fps now? because for example the one i have, i managed to get it running at 18 fps (1 million) after doing manual simd with avx2 as you suggested which thanks btw. but the cpu has to be clocked at 4ghz otherwise it lowers based on clock speed, for example 2ghz will make it run at 9 fps.
@Theawesomeking4444 yeah could be memory bandwidth related. Does your machine support resizable bar? I think I relied on it too much. I am on the way to get things multithreaded with webassembly as well
@@GrantKot resizable bar? ive never heard of that, what is it for?
@Theawesomeking4444 it allows you to write directly to GPU memory from the cpu. Instead of having to use an upload buffer. Started with nvidia 3000 series.
hello ;qnm i love ur job / do u think it could be qudio sync ?
Thanks yeah, would be cool to audio sync different things. Maybe a heightfield collider on the ground, or maybe bass could control some repulsion force fields. I think it is possible to use the WebAudio analyzer node to do this.
Please add fixed obstacles and containers that you can place into the sim
I have started adding some of this. To preview static colliders you can now use the C, V, B, G keys to have the liquid collide with basic shapes around the mouse. Will allow placing of these as soon as I update the renderer to render the shapes. You can lock particles in the brush radius in place with the tilde ` key. I hope to polish this stuff up this week.
@@GrantKot that’s great, thanks! By the way, I was hoping you could add a purely anti-gravity button for mobile users, as when using the accelerometer makes it so you need to have your screen flat to the ground.
For zero g you can also now use the gravX and gravY (set to 0) settings in the Simulation tab. Kind of unfortunate they’re not in same tab
@@GrantKot Got it. All good!
Check out latest vid/demo. For collisions
You just blew my mind. I'm playing with the demo right now and I can't believe my eyes! MY computer is running this??? Thanks for this!
found this video randomly. played around on this website for like 30 minutes. super fun lol
Can you make it so we can set rest density for each material individually? Do you have source code available?
I will try to add that feature soon. I don't have the latest SIMD optimized version available to public but I do have a JavaScript implementation: github.com/kotsoft/particle_based_viscoelastic_fluid/
Really cool simulation. Well done!
would it be possible to add a pause hotkey? where things are paused but you can still leftclick drag things around? would be awesome
I added a "sculpt mode" which you can toggle with S key. There's also the vortex forces from x and c that you can use while in this mode. Or attract/repel. Would also recommend playing around with the sameRestDensity/diffRestDensity/stiffness parameters in this mode.
ooo this is very interesting!! thank you for doing this!! (:
easily a chrome bookmark. usable on a school laptop!
How do I upload my brain into this?