Added support for basic collision pixels and non-square simulation boundaries
Added support for basic collision pixels and non-square simulation boundaries
got some free time on my hands today, so I decided to make a lil' 2d fluid sim, and see just how fast I can make it - started out at 70fps, now I'm at ~2000fps, hopefully I can push it further
I've been writing a two-pass x64 assembler, which supports pretty much all x64 instructions, including various extensions.
It also supports simple things like labels (including out-of-order definitions), memory defines and reserves, and some other keywords.
I've Implemented the famous terminal donut sample in my custom compiled language written in LLVM. I've also implemented a simple AST visualizer.
I've been playing around with my little C-style toy language written in LLVM, and I just got to the part when I can actually get something simple working - here's a simple Mandelbrot fractal 😄 .
Finished my little GPU-based DFSPH toy
https://cdn.discordapp.com/attachments/782208694770597888/1083086840673861716/0234-0403.mp4
Started revamping my old SDF generator, today I finished making a fairly robust implementation of a CPU mesh-to-SDF converter, tomorrow I'll remake it on the GPU to hopefully speed up the generation quite a bit. (below is a sampled SDF of a simple torus)
Finished implementing a viscosity model into my simple fluid sim, right now it's pretty slowly (only running on the CPU), but I'll reimplement the entire thing in CUDA in a couple days (hopefully).
I can go to sleep at last.
Apologies for the horrible video quality from before, I'm still learning to use OBS 😄 .
I added a volume sampler to my basic GPU fluid sim. ⁓125fps on my GT 1030
Finally got around to improving my fluid sim. I've recreated my older code in CUDA and created a basic engine for it. I've also drastically improved performance: previously I was getting around 45 FPS with 10k particles. Now I can simulate 64k particles at 250 FPS - and if I push it I can simulate 1m particles at 15 FPS on my poor GT 1030.
first pass on my basic realtime fluid simulator made with OpenCL, currently working on improving performance (right now I start dropping frames at ≈10 000 particles on my gt 1030). I'm hoping to get to atleast 80 000 particles at 60 FPS in my upcoming reworks
my implementation of A* pathfinding with weights (blue and brown tiles are water and mud respectively), the path gets updated if there is an obstruction in the way. Everything is running on a separate thread.