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Edd @etoo

i’ve spent almost two weeks on he fluid solver for my video game about and no i don’t know exactly why it works but it does and sweet merciful lord am i ever thankful to fluid gods

vimeo.com/277678405

@etoo question since you seem knowlegeable, I've been interested in doing something similar, but offline. Would it be possible to run a fluid simulation in something like Houdini, then save the mesh outputs and play them in-game? Or would the output be too large?

@Anchpop i’ve not used houdini so cant say for sure but you could probably save the mesh data in an animated texture or similar - though i did suspect the file size would indeed be a limiting factor! can you give a bit more detail of what you’re wanting to achieve?

@etoo sure. My hobby side project is set in a small valley surrounded by mountains. It's raining and just have to find a way to get out before the valley before it fills up (leaving you drowned). I thought it would be cool instead to have the water be flowing in from somewhere, but that would require an expensive fluid simulation to look good. So I wanted to do the fluid simulation offline and cache the results - but I'm not sure how expensive that would be

@Anchpop so this is a really interesting talk about storing data (including mesh data) in textures that you might find interesting - the guy has a lot of other useful info on vfx too: simonschreibt.de/gat/cool-stuf

@Anchpop i don’t know what constraints you’re working with but if i were to do this i’d probably do it in real-time using a particle system and metaball shader for the fluid flowing into the valley, and a 2d height field simulation for the flood water and hide the join with a spray particle effect. dunno if that sounds like it would work for you but there are some handy things to google in there :) happy to provide useful links and answer questions as far as i am able