X-Ray Jam. June 9-15, 2025. Happening now.
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Goubermouche
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Recent Activity

Added support for basic collision pixels and non-square simulation boundaries

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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

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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.

https://github.com/Goubermouche/baremetal

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I've Implemented the famous terminal donut sample in my custom compiled language written in LLVM. I've also implemented a simple AST visualizer.

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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 😄 .

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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)

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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.

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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

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Added volume sampling to my basic GPU fluid sim. ~128k particles @95fps 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.

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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

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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.

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