22-10-2024, 02:34 PM
(This post was last modified: 22-10-2024, 02:39 PM by josemendez.)
(22-10-2024, 02:26 PM)aardworm Wrote: Fair enough! But I'd like to have realistic fluids in general as liquids and fluids will be a common theme in my game, including blood etc..
I mean, "full" fluid simulation - which is what Obi does - is several orders of magnitude more expensive than what you'd normally use for say, blood splashes in a game. After all, these are not normally simulated at all but just a few billboards/decals. You need to ask yourself if the extra realism is worth the sacrifice in other areas of the game.
(22-10-2024, 02:26 PM)aardworm Wrote: And I'm also looking for realistic physics as I think such systems, once set up properly, look better.
Yes they can look better, but will also eat up a much larger chunk of your budget. As you know, the typical budget for a game is 16 ms/frame. If you're willing to spend say 30% (5 ms) of your frame budget on a character's tears, they better be extremely critical for your gameplay. Otherwise you will soon run out of juice to do basically anything else in the game.
Obi is designed for use cases where fluid simulation is a key component of the game (say, a game about driving fluid trough a maze) or very visually prominent. I wouldn't recommend its use for minor/secondary eye candy.
(22-10-2024, 02:26 PM)aardworm Wrote: True, I thought of that as well, but how would you do something like in Ghost of Tsushima. They spawn blood around the blade as well as a the point of impact.
I'm not sure about the problem you're seeing here: just spawn fluid wherever you need it?
kind regards