2024·
UnityHLSLCompute ShadersGPU Fluid SimBVHProcedural MeshingRaymarchingEdge DetectionPhysics Animation

Pints & Patrons

Long-term project — core tech and gameplay systems for a pub-management sim.

Pints & Patrons

Pints & Patrons — Some Development Progress

This video shows progress on some of the core tech and other elements on this longer term project I've been working on.

The more substantial technical elements currently in development for this project are as follows.

  • GPU edge detection outlines using normal and depth textures.
  • Semi-physical humanoid animation.
  • Accurate drink spillage 'decal' that writes data to lightmap texture clones and is applied to meshes. Spillages can also be mopped up. These textures have the potential to be read for future patron slippage incidents when walked over.
  • Procedural mesh slicing, for food items. Accurate volume-based weight updates for the two new generated food items after slice is completed.
  • GPU Fluid simulation. Very efficient, can run 100s of thousands of particles with relative ease.
  • GPU fluid particle collisions. Using a real-time AABB BVH, we can quickly return objects near to a particle, to then do more accurate collision checks with primitives, or meshes. Where mesh collision is checked, a prebaked per-mesh BVH is used to efficiently find any triangle of a mesh that collides with the particle. Can run 100s of thousands of particles with relative ease.
  • GPU fluid mesh generation. Uses raymarching to generate a new mesh each frame, 'welds' verts of tris to ensure smooth shading. Resolution can be altered to ensure it runs efficiently in high-demand situations. Can generate a new mesh with 100s of thousands of tris each frame with relative ease. Yet to be integrated with the fluid simulation, this will require a decent amount of work.