A real-time fluid simulation in Godot. Makes use of RigidBody3D nodes along with a custom-built DropletServer autoload that simulates cohesion.
More info on the GitHub repo: https://github.com/thompsop1sou/godot-fluid-sim
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A real-time fluid simulation in Godot. Makes use of RigidBody3D nodes along with a custom-built DropletServer autoload that simulates cohesion.
More info on the GitHub repo: https://github.com/thompsop1sou/godot-fluid-sim
Updated this project so that it can work with physics server RIDs. This allows for some optimizations (see https://docs.godotengine.org/en/stable/tutorials/performance/using_servers.html)
I just created a new project that allows you to freeze the fluid. It's based on this project, but with significant changes.
Video: https://github.com/user-attachments/assets/b4e7a4fa-e55c-436b-835b-9fd2c3d9db7a
Real-time, freezable fluid simulation in Godot. Contribute to thompsop1sou/freezable-fluid-sim development by creating an account on GitHub.
Real-Time Fluid Simulation (Example Project)
this is very interesting, how well does it hold up to a higher amount of droplets?
I mean, it's not amazing, but it's enough to play around with. Might be enough for a little pool in a game. I have a graph in the readme on GitHub:
Interesting
Is there a way to bake the simulations, or is that not planned?
That's not planned. The purpose of this project was to make it real-time, so you could actually move a character through the "liquid" and see it react dynamically
Ah, interesting