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Help  Can;t get scaling and behavior right...
#5
(22-10-2024, 02:34 PM)josemendez Wrote: 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.


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.


I'm not sure about the problem you're seeing here: just spawn fluid wherever you need it?

kind regards
Thank you! I understand but my game will have sword mechanics and blood simulation like Ghost of Tsushima.
It seems Ghost was made with using fluid simulation, particle effects and blood decals. This (video) is what I'd like to achieve as as well. The blood system has decals and particle effects. I'm just wondering how I'd include the fluid simulation. Meaning, you'd probably have to move the fluid emitter to the location where the blood is needed. And if you're slicing two people at once, you 'd need to have multiple blood emitters in the right place. 

Or how would you set up your project if you'd like to have liquid simulation in addition to particles and decals?
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Messages In This Thread
RE: Can;t get scaling and behavior right... - by aardworm - 22-10-2024, 04:24 PM