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3D fluid simulation experiments in Rust, using WebGPU-rs (WIP)
**Software version**: 3f5be1e657513ec4fb2a36b47d9487ff5a7d6507 **Issue:** Panic at startup (executing in release mode) with the following error: ```thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: Decoding(DecodingError { format: Exact(Hdr), underlying:...
Various sources, old and new, claim that on Nvidia hardware 3D textures are actually 2d slices! http://www-ppl.ist.osaka-u.ac.jp/research/papers/201405_sugimoto_pc.pdf https://www.sciencedirect.com/science/article/pii/S2468502X1730027X#fig1 https://forum.unity.com/threads/improving-performance-of-3d-textures-using-texture-arrays.725384/#post-4849571 For Intel this is directly documented https://www.x.org/docs/intel/BYT/intel_os_gfx_prm_vol5_-_memory_views.pdf Wasn't able to find...
simplifies draw/compute calls and I might need to list out less resources in the renderer structs as the bundle will keep them alive
There's plenty of data that wants caching for fast startup (and thus fast iteration!) Should introduce a more intelligent/unified caching scheme that allows automatically removing outdated cache files. Uses so...
Refraction looks a bit buggy. Should we do signed distance field marching now that we can?
maybe it's time to try temporal techniques. I know, water is splashy and everything, how should that work out? But I reckon "still quite well" and I never tried it....
could lead to much better surfaces
don't need do do this on all, but for some settings it would be quite convenient. e.g. #27