Search found 11 matches
- Thu Jul 18, 2024 6:18 pm
- Forum: Games and Creations
- Topic: Heightfield fluid simulation
- Replies: 9
- Views: 6773
Re: Heightfield fluid simulation
60 fps on an intel GPU sounds like good enough performance for me , thanks for your valuable testing.
- Thu Jul 18, 2024 2:48 pm
- Forum: Games and Creations
- Topic: Heightfield fluid simulation
- Replies: 9
- Views: 6773
Re: Heightfield fluid simulation
I wonder if the performance drop could be because I used rgba32f canvases for the fluid sim. I reduced the bit depth to 16 bit and it still seems to run just fine.
- Thu Jul 18, 2024 8:17 am
- Forum: Games and Creations
- Topic: Heightfield fluid simulation
- Replies: 9
- Views: 6773
Re: Heightfield fluid simulation
I mean yes, this looks great, cool light play and depth. But i only get 1 picture every 10 seconds. More of a sirup simulator. Hello BrotSagtMist, what graphics card do you have? This simulation is run 100% on the GPU. I didn't consider the performance at first, because I am using an NVidia RTX 208...
- Wed Jul 17, 2024 6:33 pm
- Forum: Games and Creations
- Topic: Heightfield fluid simulation
- Replies: 9
- Views: 6773
Heightfield fluid simulation
I managed to make a shader based heightmap fluid simulation that runs in shaders in LÖVE. I added some basic shading as well as adding/removing fluid with LMB/RMB. The algorithm is a slightly modified version of the "Pipe method" described in https://trepo.tuni.fi/handle/10024/115052 Basic...
- Tue Jul 28, 2015 12:12 pm
- Forum: Support and Development
- Topic: Multi canvas performance?
- Replies: 0
- Views: 1306
Multi canvas performance?
Hello We're making a game where we implement a simple version of deferred shading using a diffuse, normal and AO canvas. Since it's a generally recommended practice, we did it using the new multi canvas feature where you can render to multiple canvases from one shader. However, we also tried doing t...
- Mon Jul 13, 2015 2:29 pm
- Forum: Support and Development
- Topic: Screen as one of multiple render targets?
- Replies: 2
- Views: 1657
Re: Screen as one of multiple render targets?
Ok, thanks
Good to know that it's an actual limitation an not just something I can't figure out
Good to know that it's an actual limitation an not just something I can't figure out
- Mon Jul 13, 2015 10:33 am
- Forum: Support and Development
- Topic: Screen as one of multiple render targets?
- Replies: 2
- Views: 1657
Screen as one of multiple render targets?
Hi Since 0.9.1 you can render to multiple canvases at once using love.graphics.setCanvas( canvas1, canvas2, ... ) However, in order to draw directly to the screen, you need to use love.graphics.setCanvas( ) with zero arguments. My question is: Is it possible to render to the screen and other canvase...
- Sat Mar 22, 2014 1:39 pm
- Forum: Libraries and Tools
- Topic: GPU accelerated volumetric shadowbuffer
- Replies: 11
- Views: 9605
Re: GPU accelerated volumetric shadowbuffer
What is a solved integral and can you apply it to numerical computations? Also, I guess you're right, except area-metric isn't really a word :P You could think of it as volumetric for an infinitesimal slice dz. Anyway I have tried to calculate the integral(/cumulative product) over the radius more e...
- Fri Mar 21, 2014 7:09 am
- Forum: Libraries and Tools
- Topic: GPU accelerated volumetric shadowbuffer
- Replies: 11
- Views: 9605
Re: GPU accelerated volumetric shadowbuffer
Yeah I looked at that one I think yours could be pretty fast if done with shaders.
Here's an updated version. I changed the absorption so that it multiplies by the absorption factor rather than subtracting it. Also added background
Here's an updated version. I changed the absorption so that it multiplies by the absorption factor rather than subtracting it. Also added background
- Wed Mar 19, 2014 2:03 pm
- Forum: Libraries and Tools
- Topic: GPU accelerated volumetric shadowbuffer
- Replies: 11
- Views: 9605
Re: GPU accelerated volumetric shadowbuffer
Hi, what's your GPU? What the algorithm does is it starts by converting the map into polar coordinates, then it integrates (cumulative sum) over the radius, i.e. downwards on the texture. The integration is currently very unoptimized and could theoretically be reduced from O(N^2) to O(N), but I have...