18-12-2019, 11:50 AM
(This post was last modified: 18-12-2019, 11:50 AM by josemendez.)
(18-12-2019, 11:41 AM)duc_nm Wrote: Thank you josemendez for the quick response
I want to make this in 2D on mobile so it should require a lot less computation. I am assuming this is also possible?
Yes, in 2D things get a lot less performance heavy. However keep in mind there's a lot of things affecting performance:
- Amount of particles (fluid resolution). If you need very fine features in the fluid you'll need many particles.
- Particle smoothing radius (larger radii are less performant, but increase simulation quality)
- Timestep/iterations per frame. Depending on your needs this can vary wildly, and have a great impact on performance.
- Rendering resolution vs screen pixel density. Mobile devices are heavily fill-rate limited, so lowering fluid rendering resolution in high-density screens is almost always needed.
So there's not a way to tell for sure if what you want to do will work well enough in a certain device, except for trying it out. My advice would be: unless this is what you game revolves around and you need accurate simulation, fake it. If you absolutely need a physics simulation for this, and this is not secondary eye candy, then go ahead.