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Ripples3

Liquid code experiment

🌊 Liquid simulation
🫠 Might liquify your CPU
🪫 And melt your battery

Experiment n°166 — Pool Party

  • Better physics
  • Improved light
  • Less CPU load
  • Various fixes

uncompiled dev version

What's next

  • Optimize render loop
  • Normalize parameters
  • Adjust ranges & steps
  • Rewrite trail spread
  • Touch points params
  • Gyro control
  • Offline service worker
  • Animated background
  • Koi fish ? Sharks ?
  • Multi screen !

Menu

  • about : soon
  • flow : play/pause simulation
  • reset : reset water state
  • upscl : render upscale
  • full : toggle fullscreen
  • share : share URL with current parameters
  • image : load image from device
  • test : testing only
  • { } :
  • point : autotouch point
  • rain : is it raining ?
  • swirl : effect
  • previous / next preset
  • parameters sliders

Bugs

  • Still water heavy CPU load
  • More bugs

Presets

smooth blur (very heavy)

Previous experiments

Perf

  • Render detail is initially set to 2.0 and will decrease if framerate is too low.
  • It can work the other way around, start low and then progressive upscale.
  • See settings in Liquid constructor.

Tests (exp n°064)

framerate × render

  • Intel Iris Xe : 60fps x 2
  • iPhone 12 Mini : 60fps x 3
  • Oppo A16s : 60fps x 1
  • Samsung S10+ : 60fps x 3.5
  • iPad Pro 12" Gen2 : 60fps x 1.5
  • Samsung Tab S7+ : 75~100fps x 2.125 o_O

Vanilla

Javascript + WebGL

ClosureCompiler / ShaderMinifier / Sass

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