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anadb avatar anadb commented on August 16, 2024

same issue, did you figure it out?

from blub.

killkrt avatar killkrt commented on August 16, 2024

No, I gave up, the project seems to be abandoned, though.

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Wumpf avatar Wumpf commented on August 16, 2024

yeah I haven't touched anything here in ages. The wgpu version used is beyond ancient and there's too many things I'd do differently nowadays

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jmatsushita avatar jmatsushita commented on August 16, 2024

yeah I haven't touched anything here in ages. The wgpu version used is beyond ancient and there's too many things I'd do differently nowadays

@Wumpf just watched your awesome presentation on the rust game dev youtube channel https://youtu.be/Yzr9va5UtiE?si=q_XSB5LV_G1fawa7

Really curious about how you would approach this nowadays!

Cheers :)

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Wumpf avatar Wumpf commented on August 16, 2024

@jmatsushita thank you :)

Hmm where to start.... it's been so long ago, but here's a few things off the top of my head:

  • stop using volume textures: there's some merit to them for potentially fast sampling & filtering, but it's a portability nightmore. Not just the capabilities aren't properly portable, also the performance characteristics are unpredictable
  • use something else entirely for boundary conditions: everything I tried was either super hard to implement & understand or super leaky. Might even consider throwing cpu processing into the mix.
  • while I fiddled around with blub, MLS-MPM become quite popular and there's a lot of implementations available to learn from, definitely work a deeper look
  • less algorithmically on the "would do differently" side I just learned a lot more about Rust over the years so I'm likely to structure things differently. Also, I find a proper cross-platform working version more interesting, so I'd strongly consider sticking to the WebGPU feature set, allowing to run everything in the browser

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