Voxels
StableFluids
Voxels | StableFluids | |
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3 | 2 | |
232 | 1,005 | |
- | - | |
0.0 | 0.0 | |
over 1 year ago | 10 months ago | |
C# | C# | |
MIT License | - |
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Voxels
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Is it worth making a GPU implementation for surface nets / dual contouring?
Also, i saw a pretty cool git repo here and the author says(https://github.com/Tuntenfisch/Voxels):
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These cuties are back! But like, angry now. They have a craving for building and terrain destruction!
But that was mostly to test out the idea and get a feel for it, I think I might go for a full voxel solution from the asset store! Or try this out; https://github.com/Tuntenfisch/Voxels
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Destructible Voxel Terrain [MIT license | GitHub-link in comments]
Here's the link to the GitHub repository: https://github.com/Tuntenfisch/Voxels
StableFluids
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Show HN: DragonRuby Game Toolkit – Commercial 2D Game Engine
Hm... I'm more concerned about running user-land scripts and shaders than sprites. If I wanted raw pixel-blits per second I could just use SDL.
Do you have any concrete numbers on compute (ie. scripts)?
Do you support shaders?
eg. How would you do this in DragonRuby? --> https://github.com/keijiro/StableFluids
Ie. a compute buffer that renders a fluid simulation in real time?
- How to dye an object from inside like this ?
What are some alternatives?
NvAPIWrapper - NvAPIWrapper is a .Net wrapper for NVIDIA public API, capable of managing all aspects of a display setup using NVIDIA GPUs
Pcx - Point cloud importer & renderer for Unity
ComputeSharp - A .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders, with the goal of making GPU computing easy to use for all .NET developers! 🚀
Whirlpool - Whirlpool formation using Shader Graph.
makegeo - Make Geometry - Procedural Unity3D Geometry
UnityLibrary - :books: Library of all kind of scripts, snippets & shaders for Unity
ILGPU - ILGPU JIT Compiler for high-performance .Net GPU programs
surface_nets - Pet project to learn compute shaders.