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  1. Posts
    848

    Fluvio - Multiphysics and Fluid Dynamics



    Real-time fluid dynamics.

    Fluvio is Thinksquirrel's middleware solution for real-time fluid dynamics. With both a 2D and 3D solver, Fluvio can simulate accurate fluid physics including but not limited to:
    • Incompressible/slightly compressible fluid dynamics
    • Liquids and gasses (fire, volumetric smoke)
    • Fluid interaction (oil and water)


    Multiple particle emitters, attractors, and plugins are supported. Fluvio also includes refractive shaders, particle shadows, and more.

    Fluid dynamics on all platforms.

    Fluvio currently supports all platforms (except for Flash currently). Console developers: We can work with you to get Fluvio up and running on your platform.

    Build. Create. Extend.

    Fluvio has an easy-to-use interface built right into the Unity editor. It also provides a fully documented API.

    All of the tools available to you.

    Fluvio 2 Professional contains all source code (C#). Fluvio 2 Standard contains all of the functionality of Fluvio 2 Professional, at a lower price. Enterprise and Free editions are available as well.

    Available in the Asset Store.


    Fluvio 2 can be purchased now in the Unity Asset Store.


    Media







    Last edited by Thinksquirrel; 11-16-2013 at 09:09 PM.


  2. Posts
    2,243
    I am very interested. what's the implementation like? How do you add it to the scene?


  3. Posts
    848
    Quote Originally Posted by I am da Bawss View Post
    I am very interested. what's the implementation like? How do you add it to the scene?
    Thank you for your interest! Fluids are implemented using a modular component structure. One component defines the fluid and its properties. The other components are emitter components that control where the fluid comes from, or fluid plugin components, which do...just about anything. Finally, you can emit a prefab with every fluid particle, which can contain particle plugins. You can place as much or as little as you need for your project requirements.

    The whole workflow is pretty organic and what you would expect to do in Unity, and is documented. I'll be making a workflow video very soon to show these different features.


  4. Location
    Singapore
    Posts
    1,347
    Hmm. I thought i saw this got submitted before or something like dat before. Fluid sim is one thing that is very hard to make and well i think it is def worth the money. Will check it out.
    I don't break rules. I bend them.


  5. Posts
    848
    Just wanted to announce that Fluvio has been released, and is currently on sale for $50 USD! Hurry and pick it up before it reaches its normal price of $75 USD.

    http://u3d.as/1Zf


  6. Posts
    90
    Hi guy, nice job
    Is it possible to simulate some kind of sand, fluid physics and nice renderer ?
    If yes can you show it with a webplayer please ?

  7. Super Moderator
    Location
    Great Britain
    Posts
    9,644
    The online web demo keeps sending me to download unity webplayer but I have it. Any videos instead?
    Currently working with Sony on our new
    PS4 and Vita game in Unity!

    This post is not representative of Simian Squared Ltd


  8. Location
    Princeton, New Jersey
    Posts
    624
    Looks great! And thanks for addressing Mobile in your Product post! Will definitely check it out.
    Asset Packages & 2D/3D gaming Development
    Unity Pro / iPhone Advanced

    http://outtoplayinc.tumblr.com/


  9. Location
    Solothurn, Switzerland
    Posts
    82
    Quote Originally Posted by hippocoder View Post
    The online web demo keeps sending me to download unity webplayer but I have it. Any videos instead?
    Had the same problem, try to reload the webpage multiple times, that helped for me.


  10. Posts
    848
    Quote Originally Posted by seb7000 View Post
    Hi guy, nice job
    Is it possible to simulate some kind of sand, fluid physics and nice renderer ?
    If yes can you show it with a webplayer please ?
    Hey seb, and thanks! Sand simulation is possible, but a plugin would need to be written to handle things like sand wetting properly. Better built-in granular physics is on the roadmap.

    Quote Originally Posted by hippocoder View Post
    The online web demo keeps sending me to download unity webplayer but I have it. Any videos instead?
    I've noticed this issue too. I'm currently working on it. Also, I should have a video out by next week.

    Quote Originally Posted by brendang View Post
    Looks great! And thanks for addressing Mobile in your Product post! Will definitely check it out.
    Thank you! =)


    Wanted to let you guys know that 1.1 is on the way - it has a few minor bug fixes, some more documentation, and a couple of features. I'll have more information on 1.1 by the end of the week.


  11. Location
    Montreal, Quebec
    Posts
    240
    Very interested in buying, but I have the same problem as others with your web demo. Will wait until then, but great work nonetheless


  12. Location
    The Netherlands
    Posts
    380
    Looking great! Gotta brainstorm me some physics puzzlers.

    Hey ThinkSquirrel, I seem to recall your original post mentioning aerodynamics processing, right? Could you specify how that would work? From what I can tell from the demo all the fluids use a particle-based approach? Is that how aerodynamics are handled as well, or do you use a navier stokes solver that interacts with colliders? Oh, and any of this in the current release? I'm asking this because I like tinkering with subsonic flight dynamics (think gliders and parachutes), but my own implementations of the physics are quite lacking and I'm looking for something better.
    Last edited by Tinus; 07-14-2011 at 10:14 AM.


  13. Posts
    848
    Hey folks, just wanted to give an update:

    I've got the shader running on mobile devices now! Unfortunately, since Unity mobile doesn't currently support depth textures, getting the fluid to composite properly in 3D scenes currently takes some creative camera work.

    Quote Originally Posted by Tinus View Post
    Looking great! Gotta brainstorm me some physics puzzlers.

    Hey ThinkSquirrel, I seem to recall your original post mentioning aerodynamics processing, right? Could you specify how that would work? From what I can tell from the demo all the fluids use a particle-based approach? Is that how aerodynamics are handled as well, or do you use a navier stokes solver that interacts with colliders? Oh, and any of this in the current release? I'm asking this because I like tinkering with subsonic flight dynamics (think gliders and parachutes), but my own implementations of the physics are quite lacking and I'm looking for something better.
    Unfortunately, aerodynamics got cut from the initial release, in order to focus more on a particle approach. I am currently looking at more applications to use the solver besides just particle physics, though, and aerodynamics is high on the list.

    Speaking of 1.1, I have some more info for you guys about the release (which will be coming within the next few weeks):

    • Vertex softbodies - Advect meshes instead of particles for softbody simulation! Allows you to create softbodies with your own meshes.
    • More emitters - Line emitter (random and uniform), plane emitter (random and uniform), cube emitter (random and uniform), circle emitter, and ellipsoid emitter.
    • Buoyancy demo - A simple demo scene showing how simple buoyancy can be achieved (for boat simulations, floating objects, etc.)
    • Video tutorials, footage, and documentation - More documentation will be included with 1.1. I will also be releasing some videos of Fluvio in action.


    Please note that the 1.1 release will mark the end of Fluvio's introductory sale, and the price will raise to $75 USD.

    Thank you to everyone who has purchased Fluvio! Please feel free to show your support by leaving a review. Also, don't hesitate to contact me with any questions regarding product issues and support.
    Last edited by Thinksquirrel; 12-19-2012 at 01:31 PM.


  14. Posts
    848
    Just uploaded a demo for the 1.1 beta to http://thinksquirrel.com/products/fluvio/demo. If you're interested in beta testing 1.1, shoot an email to beta@thinksquirrel.com with proof of purchase, and I can get it to you by the weekend.


  15. Posts
    433
    The webplayer doesn't work in either Chrome or IE.
    Both return "invalid file length.
    Any chance to see a video of it ?


  16. Posts
    848
    Quote Originally Posted by BigB View Post
    The webplayer doesn't work in either Chrome or IE.
    Both return "invalid file length.
    Any chance to see a video of it ?
    Sorry about that - it was still uploading when I posted it. Try refreshing the page or going to the link in the first post.

    Videos will be coming very soon =)


  17. Posts
    848
    Wanted to let you guys know that I've decided to do an overhaul in the class structure/splitting off the API and some major performance boosts (no more instantiating/destroying particles!) for the 1.1 release.


  18. Location
    Singapore
    Posts
    1,347
    Maybe a web build after all is done would be good. Sounds like a good plan to make it smoother and if there's no instancing/destroying, how do you make the particles? By disabling/enabling them?
    I don't break rules. I bend them.


  19. Posts
    848
    Quote Originally Posted by zine92 View Post
    Maybe a web build after all is done would be good. Sounds like a good plan to make it smoother and if there's no instancing/destroying, how do you make the particles? By disabling/enabling them?
    Correct. It enables/disables the particles and their solvers and uses instance caching (up to the max particle amount) - it'll only create new objects if that number is increased, and periodically destroy if the number is decreased substantially.

    I'll definitely upload a webplayer when this stuff is done, along with (finally) some videos. Just finished some of the editor scripts tonight =)


  20. Posts
    848
    Just finished a video of the 2D demo. I'll post a 3D and mobile showcase, as well as a workflow video soon.



    EDIT: This video is outdated, check the first post
    Last edited by Thinksquirrel; 12-19-2012 at 01:31 PM.

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