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WebGL Fluid Simulation

paveldogreat.github.io

101–106 of 106 posts

Re: WebGL Fluid Simulation

#101
post #36

Earlier quoted context omitted.

I know right. So then I tried multi touch on my iPhone. Five fingers smooth as can be..

:O THE MULTITOUCH! Man am I ever a sucker for a good multi touch demo.

Regardless of the demo, I’m just so amused how fluently it works. Then you add the demo. Wow. (Insert mind blown gif here)

Re: WebGL Fluid Simulation

#103
post #56

Default settings don't really do it justice IMHO. Try these: Density diffusion: just a hair under 1(visually) velocity diffusion: 0.99 pressure: 0.93 vorticity: 5

for trippiness try Density diffusion: just a hair under 1(visually) velocity diffusion: 0.99 pressure: 0.2 vorticity: 30

Re: WebGL Fluid Simulation

#104

The effects are very slow on chrome v74, but super smooth in FF v66. I suppose that's Electrolysis[1] in action. [1] https://wiki.mozilla.org/Electrolysis#Overview

Check chrome://gpu

https://pastebin.com/LDMjLWgn

I suspect the nouveau video driver is the culprit.

I'm currently using Ubuntu 18.04

Re: WebGL Fluid Simulation

#105
post #76

Earlier quoted context omitted.

But WebGPU is more like Vulkan (in concepts) and WebGL is pretty much a 1-to-1 port of OpenGL. It's not splitting the community. They needed a new modern API like what people behind Vulkan did.

95% of the current games use OpenGL / DirectX 11 over Vulkan/ DirectX 12. Vulkan seems to be a nice to have with lots of potential in my opinion. I have yet to find a killer use case for Vulkan, on the web in particular. With WebGL, in my current projects, the limiting factors are the network, javascript and RAM more than the opengl driver overhead...Maybe the reason behind it is to find common grounds with Apple and…

You are missing NVN, GX2, libGNM and libGCN there, as OpenGL isn't a thing on consoles.

Re: WebGL Fluid Simulation

#106
This works with decent smoothness even on my 8 year old 35 dollar iphone 4s.

I met a fellow at Nasa Glen in the 90s that worked on fluid simulations using an sgi workstation. I don’t remember how long the simulations took to process but had to be several minutes per frame. I do remember those workstations cost well over 30 grand at the time.

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