It's something at least. This is much more challenging than I thought it would be, even with the use of AI. Fluid simulates, but getting it to look like real water while keeping FPS above 300 has proven to be a challenge, so I've capped the max droplets, for now.…
Commit
0c70300
Looks awesome! Struggling with water/fluids simulation myself!
Thanks man! Tell me more, just for fun or is it for an engine/game/project?
It is for a game, I am writing 2 versions: first in Typescript (mostly for prototyping), then port it to Rust. I am not overly skilled with Rust yet though, but even with the help of AI it's just not nailing it just yet. Might need to look into specific techniques. I know…
Sebastian Lague is next-level. Every time I watch one of his videos I feel overly incompetent. If I may make a suggestion, if you're writing your own engine, have your AI write an abstraction layer between the engine and the scripting pipeline then write your simulations at the scripting pipeline level rather than in the engine itself, that way you can read it in your preferred language and actually understand it. I don't write Rust myself, I only had the AI do the heavy-lifting at engine-level in Rust, the rest is exactly what I described with hot-reloading profiting on development iteration, and C# is so much easier to read than Rust.
commit 0c70300