Liquid Crystal Demo
A downloadable game for Windows
This is an early tech demo for a physics sandbox game I am working on. You can run around in a world made of particles and shoot particles as well as apply an attraction force on the particles.
I am open to suggestions and feedback. Thanks for trying it out!
System requirements:
Recommended (my system) | Minimum (not tested) | |
OS | Windows 10 64-bit | Windows 10 64-bit |
CPU | Intel Core i7-8700K | SSE2 Support |
GPU | RTX 2080 | DirectX 11.1 Support 2 GB Memory |
RAM | 16 GB | 4 GB |
Updates:
v4: Using a technique called Merge Instancing to allow each particle to be assigned its own mesh.
v3: Increased gravity/movement speed. Fixed some flickering lighting.
v2.1: Tried to make movement snappier and more responsive. Also added hover button.
Status | Prototype |
Platforms | Windows |
Rating | Rated 4.9 out of 5 stars (7 total ratings) |
Author | kotsoft |
Genre | Simulation |
Tags | 3D, First-Person, FPS, Physics, Sandbox, Voxel |
Download
Install instructions
After unzipping the file, you can run Game SSE2.exe or Game AVX2.exe depending on whether your computer supports AVX2 or only SSE2. The AVX2 version should run slightly faster on machines that support it.
Comments
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it's cool but it runs at 1fps - 4fps
Yeah, I improved the efficiency a bit with later engine versions, but my mistake was scaling up the scenes even further. I set up something a little bit more manageable with my latest web demos: https://grantkot.com/ Perhaps try the Liquid 3D MPM demo. Thanks for checking out these demos!
its a pretty cool thing. Sadly my potato would probably BSOD if i ran this
*see minimum requirement* "that wont stop me because i cant read"
I Can't Open The AVX2 Version,only the SSE2,and lags so much, i just click on the AVX2 version and nothing happens.
wow
What if i open AVX2 version and my computer doesn't support that?
If your computer doesn't support it the program will just exit. I just provide an AVX2 version so computers that do support it can run at a slightly higher framerate.
Thanks
I don't know how active is this project anymore but I want to say that this is inspiring and absolutely gorgeous and impressive work. Really epic job!
I am new here and I can't run the game haha I don't know what to do it says launch and I tried launching it but it doesn't want to. Edit: it runs for half a second then closes... I don't understand, Help pls.
Sorry to hear :(. Can you let me know what CPU and GPU you have or if your computer meets the system requirements in the description?
Very cool. Would be fun to be able to dive into the fluid/submerge yourself and swim around.
Looks superb
i'm Having 30fps running stable with RTX2070 SUPER & Ryzen 7 3800X & 16GB ram
the water looks too much like jelly, staying on vertical wall's surface no problem, also it tried to swim and i made a big wave wich took me down to the bottom of the water, with all the movements of the water i rly thought i was drowning, very realistic.
could you add controls, and maybe map editor in the future?
Also mouse movement is kinda bad, i'm having stutters when trying to look aroundwith the super low default sensitivity.
EDIT: i played with it a bit more and i have to say the water physics other than the issue i pointed out previously are about 90% correct, the only thing being that it is slower than real water, probably because of the particle's size
Great work, continue like that !
Thanks for the feedback and providing the performance numbers.
Yeah, the water looking like jelly is still something I'm trying to figure out. I may just need to put solids on a separate velocity field from liquids so the particle velocities don't blend together. But sometimes it can also be useful, like if you mixed water with dirt you might get mud naturally. On the rendering side, I may also split the opaque and transparent objects and use screen-space reflections/refractions in conjunction with the voxel-based lighting.
I'll also work on improving the controls and fixing mouse movement. I think the way I multithreaded made it so that the times the mouse movement is measured are a little jittered.
I might be able to improve the speed further by taking advantage of AVX2 and improving the multi-threading efficiency. I'm also seeing some improvements moving things over to DirectX 12. I'm going to be experimenting with Async Compute and Copy to more fully utilize the GPU.
Thanks again, stay tuned for more!
EDIT: And yes, I definitely plan to have a map editor and really want to make it easy for players to bring in their own user generated content.
good luck, i'll be following along
This is really impressive but it doesn't seem like there is much optimization for anything. Regardless of if I look away from everything or if the water and softbodies aren't doing anything the framerate always stays the same like its rendering and calculating physics for everything no matter whats going on.
Thanks for the feedback. Yeah, there is still a lot of optimization work that can be done. For the physics, one thing I've started experimenting with is lowering the simulation resolution behind the player, but it is a bit tricky and can cause artifacts. For the lighting, I could probably do some optimization for static objects but other than that, all shadows, reflections, and refractions are dynamic and it doesn't average things over multiple frames. For geometry/rasterization, I have a pretty good LOD system set up with mesh shaders (it can render more than just cubes) but that requires a Turing or better GPU. I haven't released the mesh shaders version yet. Also, I plan to take advantage of asynchronous compute eventually, to simulate the lighting while rasterizing.
Amazing!!! Its so satisfying to be able to pull the water around. Its running stable for me on an i7-5820k and gtx 1080. Keep up the awesome work!
Thanks for testing it out! Glad to hear it's working for you!
Wow super impressive!
Thanks!