Hi all
The SPH project from Stephen and me is reaching a new milestone:
I have finally fully implemented the particle surfacing core, it’s done
! , well , there’s a trick: it’s only the core
… and this is in lots of ways unoptimized : I’m researching optimized alternatives and also I will have to implement the complete OpenGL shading (normals,faces…) with the correct blending between different particle types.
Also I think a polygonal cache should be implemented like the current Elbeem simulator does for baking the simulation only once…
Because no matter how many optimizations are made, for real life situations it will always be slow
.
here are some updates , hope you like them.












