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Help with swaying plants/grass.

I've done something pretty similar to that in the past, basically like this:

  1. Put the plants on a different collision layer than the player.

  2. Attach an area2d on the player, with the same collision layer as the plants.

  3. When a body enters the area, apply a force to the body based on the player motion.

This way the player won't collide with the plant at all, but still give it a push. Hope that helps!


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Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments.

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replied tojtinz

The grid itself is 2 dimensional, it just gets all put in a 1 dimensional list, with the length being the particle amount.

Reason being that in a compute shader I have to define the exact memory used for a buffer / array. So If I store everything in a 2 dimensional array I could never have more than some predefined amount of particles in any given cell.


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The official subreddit for the Godot Engine. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. Maintained by the Godot Foundation, the non-profit taking good care of the Godot project - consider donating to https://fund.godotengine.org/ to keep us going!


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Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments.

Yeah there are actually a surprising amount of project using those, quite cool though. I'll definitely keep making projects, I really like doing them.


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The official subreddit for the Godot Engine. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. Maintained by the Godot Foundation, the non-profit taking good care of the Godot project - consider donating to https://fund.godotengine.org/ to keep us going!


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Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments.

Deep-Fold
replied tojtinz

Basically I'm just doing space partitioning in a one dimensional list. Where the index just relates to the partition / bucket the particle is in. So no list searching.


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Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments.

Hey, cool to see people recognize me lol. Still active, but just not that much time to do cool projects right now. Yeah shaders are kinda scary to get into, just gotta mess around with them until they "click".


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Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments.

Hmm, the rendering isn't taking all that much time compared to the rest. In a game you'd probably have to try to get away with other methods to keep the framerate good.


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The official subreddit for the Godot Engine. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. Maintained by the Godot Foundation, the non-profit taking good care of the Godot project - consider donating to https://fund.godotengine.org/ to keep us going!


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Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments.

Now just to simulate Godot in Godot


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Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments.

Deep-Fold
commented

None of those, most of the logic is just a bunch of compute shaders.

One shader for resolving particle forces and positions. 2 Shaders for sorting particle positions and calculating their index in the sorted list. And a last shader for drawing an image from the particles visible in the camera.



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