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WebGL Water Simulator

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41–50 of 76 posts

Re: WebGL Water Simulator

#41
That's awesome, and holy cow I think this is the first time I've ever seen Chrome on Linux actually render WebGL. Did they finally enable it by default in recent updates?

Re: WebGL Water Simulator

#42
post #40
post #34

Doing this in a browser is a neat trick, but the actual state-of-the-art in realtime GPU fluids is slightly more impressive. nVidias FleX middleware is a good example: https://www.youtube.com/watch?v=1o0Nuq71gI4

I love videos like this, do you know of any more good ones? I could watch this stuff all day.

[deleted]

Re: WebGL Water Simulator

#43
post #40
post #34

Doing this in a browser is a neat trick, but the actual state-of-the-art in realtime GPU fluids is slightly more impressive. nVidias FleX middleware is a good example: https://www.youtube.com/watch?v=1o0Nuq71gI4

I love videos like this, do you know of any more good ones? I could watch this stuff all day.

Technical demos, or fluid dynamics eyecandy? Check out what the heavy duty non-realtime systems can do if you want the later.

https://www.youtube.com/watch?v=WD_K0Koi1MU

Re: WebGL Water Simulator

#45

> This demo requires a decent graphics card and up-to-date drivers. If you can't run the demo, you can still see it on YouTube. Works great on my iPad mini 2. Pretty incredible.

Yes it does. I'm SOL. On my SGS3 with both Chrome and FF I get:

    Error: Rendering to floating-point textures is required but not supported.
 
And on my Ubuntu 14.10 laptop with X1400 I get:

    Uncaught Error: link error: error: Too many vertex shader texture samplers

Re: WebGL Water Simulator

#46
post #15

On Android Firefox: Error: Rendering to floating-point textures is required but not supported.

Android Firefox and Chrome both implement the floating-point textures extension, but your devices GPU also has to natively support it. If you're interested, you can check what your device supports with a tool like this: https://play.google.com/store/apps/details?id=com.darkrockst... Not all of the GLES extensions will be exposed to WebGL, but most WebGL extensions directly map to a GLES one (GL_OES_texture_float in t…

On a Galaxy S5, it works glitchily in Chrome and not at all in Firefox.

Re: WebGL Water Simulator

#47
Sanity check: Wasn't this posted on HN before?

Regardless. It's awesome that a browser with WebGL can achieve that kind of speed and behavioral complexity. Is ray tracing the reflections part of OpenGL? Or is that a separate library?

Re: WebGL Water Simulator

#48
post #41

That's awesome, and holy cow I think this is the first time I've ever seen Chrome on Linux actually render WebGL. Did they finally enable it by default in recent updates?

I still have to enable it in chrome://flags as of the last official GNU/Linux release. It is enabled by default in Windows releases in my experience.

Re: WebGL Water Simulator

#49
I remember trying to run this on my phone previously and it not working. I also remember it causing my cup fan to fire up when I played with it on my laptop. The fact that the iPhone 6 runs this so well is pretty dang cool.

Re: WebGL Water Simulator

#50
post #34

Doing this in a browser is a neat trick, but the actual state-of-the-art in realtime GPU fluids is slightly more impressive. nVidias FleX middleware is a good example: https://www.youtube.com/watch?v=1o0Nuq71gI4

So, does that Flex system BASICALLY imply that in another few decades the individual granularity of those particles will become so small and so numerous that we'll basically be modeling liquids and solids at the molecular level? It seems to me that it's only a lateral step then to mimic the fluid like effects of explosive forces being applied to solids.
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