Inspiration

Inspired by games that utilize fluid simulations like Hydrophobia

What it does

One project simulates a fluid, the gravity direction of the fluid can be changed is not grid oriented The other is a boid simulation that can support around 25k fish in best conditions.

How we built it

Using Unity engine

Challenges we ran into

Threadsafe solutions to System.Random and Unity data manipulation

Accomplishments that we're proud of

25000 fish

What we learned

Yield return, custom iterator Lockless parallelization Unity profiler Unity hates threading (Random, Transforms)

What's next for Fluid/Boid Simulations

Obstacle detection for fluid simulation Fish Obstacles could use a BVH Cache world query data to optimize nearby boids

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