We're back! Now we've Implemented some fluid dynamics and volumetric raymarching!
It's been a while but thought I'd make a post today since I've gotten some cool visuals going :)
The fluid solver is based on the famous webgl demo https://github.com/PavelDoGreat/WebGL-Fluid-simulation https://paveldogreat.github.io/WebGL-Fluid-Simulation/ and the volumetrics are done by raymarching a heightfield that we construct in the editor.
There is a large simulation in the map, and a small simulation running around the player, and together they make the effect happen.
In the world we place zones that can inject wind and smoke and a compute shader weights and blends all the zones and their configuratioins into the simulation.
Since people asked last time I'll immediately post to the gpu abstraction we are using (not wgpu!) but blade by kvark: https://github.com/kvark/blade and ofc lovely egui for the ui (both the debug menu, editor and the in-game text rendering)