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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