I want to use isolated incidences of volumetric water, lava, blood, slime, etc. to give better quality on things like blood sprays and lava bubbles. How would I do this? I saw something sortof like what I want, called metaballs or something. theyre little... things that band together and look like water or blood or lava or whatever. so 1: can unity use them? they look like softbodies. 2: How would I get them into unity, I haven't seen anything like it in unity.
Answer by GODLIKE
Jun 14, 2010 at 02:19 AM
I don't think you want use them in any game actually... they are too much cpu intensive for simple fluids... imagine for SUPER HIGH QUALITY LIQUIDS!
In fact, if you want super liquid you have to step on a CUDA like structure or nothing, you can in no way obtain this using CPU without losing all the CPU power for the rest of the game/application.
No matter if you use metaballs, point cloud or whatever: common computers are not enough powerful today to make games with SUPER liquids.
explain Toribash, then, which runs at 120FPS on my mac mini. It has about the quality of blood I'm looking for. http://toribash.com/
Just because one game engine uses them, does not mean all do, nor does it mean all are optimised for such. Generally game engines have specific optimisations for things they deem important, for example the first CryEngine had huge optimisations for foliage, as it mainly took place outdoors in large environments with long line of sight. Having looked at Toribash I don't really see super high quality blood, if anything they look like particle effects with colliders on them, so they react with geometry, which Unity can do using a World Collider.
What Digitalos mentions is a case of a general-purpose engine (Unit) vs a specific purpose one. Specific purpose engines can ignore pretty much everything except their own requirements, whereas general purpose ones sacrifice performance in some edge cases for providing features that are usable by a wider majority of games. It's a similar case to how you would get faster performance on a 2D game with a 2D engine than with Unity. Looking at Toribash, it seems like the ultimate edge case.
Ok, lets say I don't care if computers today can run it, I wont finish for a good 5 years. I just want to know if it can be done, and on a higher quality than a particle system. These would be used so infrequently that I'm not too worried about it anyways.
Everything can be done.
But you have to check out money and time.
Also, you may have infinite money, but time is never infinite: you'll want to complete a project first or later.
Thinking more concretely, when you see that soft bodies are accessing games right now there are some chances that computers after 5 years will be able to compute decent size liquids.
But still... most of the wolrd computers will NOT be new and so will not be able to run your app at a decent framerate. IMO.
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
If you are a new user, check out our FAQ for more information.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
For troubleshooting common problems with Unity 5.x Editor (including Win 10).
To help users post good questions and use the site effectively we have posted a user guide. Please check it out.
Answers and Comments
No one has followed this question yet.
Dynamic water Effects
Water wave ripple effect for mobile - koi pond
Simulating Water not working..
Water is killing player when enemy enters it