Pinned
Zolden
8,120 posts
Indie developer, now working on Simulario - a physics simulation based game, that runs all logic on GPU
Also senior dev in AAA
Unity3D, Unreal, C#, C++, HLSL
- When you're working for months on your physics engine, sometimes you just do random things like this, without any particular reason.
00:00 - What an awkward bug! There's no player input, no forces. I just made a liquid simulation algorithm, and it's trying to work. Yet the behavior somehow is so sophisticated, a combination of chaos and order. Like it's trying to self-organize into something, but fails.
00:00 - I simulated a volcano. My physics engine works well, time to make a game with it.
00:00 - As a shellfish, Patrick makes caviar. I'm glad I learned programming GPU physics. So many absurd things can be done with it.
00:00 - Besides trying different gameplays with my physics engine, I did some random funny looking simulations just out of curiosity.
00:00 - I implemented physically realistic jet engine. The flame is fluid with lifetime. It interacts with objects, affects them - much better, than the fake VFX one I used previously.
00:00 - Asteroid impacts planet. Planet has crust, molten core, ocean. Every next asteroid is bigger.
00:00 - Applying high pressure to check how stable the simulation.
00:00 - I'm exploring my physics engine. Searching for that game feeling, that makes every second of playing feel good. Here's all I tried.
00:00 - I simulated fluid with a rotational momentum in a circular gravity, and it formed a galaxy.
00:00 - I've integrated fluids into my physics engine. Fluids are made of the same particles as solid matter, but computed differently. Phase change is seamless, matter melts and hardens back on temperature change. It runs fast, and world size limits are wider than any game would need.
00:00 - 2D printing matter will play a role in gameplay. Also ropes. 100% of the physics here is written by me from scratch. Pure math turned into a sandbox.
00:00


