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About NoAbsoloops

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    UI/UX Designer
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  1. NoAbsoloops

    Would Unique paritcles slow down a physics simulation?

    I do not understand what you said. Your response is incoherent. Grammatically incorrect and logically inconsistent with the conversation. I don't think English is your first language. From what I understand about neural networks, they're good at "guesstimating" functions for things. I wonder if it could guesstimate something for a cluster of particles.
  2. NoAbsoloops

    Would Unique paritcles slow down a physics simulation?

    Thanks guys. This all really helped. I will have a large body ratio problem. I wonder what the limits to that look like. I wonder if neural networks can take a cluster of particles and roughly predict the next state they will be in. I think that may help with certain chunks in the simulation. I don't think my size ratios need to be extreme, but I think 1 to 100 is a good limit. I posted this, then forgot about it. I wish i had alerts set up better. I will read the rest and get back to this.
  3. NoAbsoloops

    Would Unique paritcles slow down a physics simulation?

    If I understand correctly what shaders are, they are basically the graphic work done to the particle balls to make it visually appealing. I don't need shaders. It would be nice if there was some type of unified shader that could work with the underlying data associated with each particle. Different colors would definitely help though. Each particle would have different repel and pull field sizes. Those can be changing. They also have about 3 other hidden variables that change and can have physical consequence.
  4. If each of these particles were each a different type of particle, with slightly different properties, would that greatly effect the speed of the simulation?
  5. that's gorgeous. Do all the little pieces that break off stay in sync with the server and other client experiences for things like online games?
  6. VoxelFarm looks great. I should be able to get started with it. I saw the video and was wondering how they did destruction. Thanks. This is more than enough of a starting point for me.
  7. I've been trying to get a good understanding of what NN's can generally improve, thanks. I have not heard of those actually. Thanks. This is a bit concerning. I hope compression works well. I think clients will also already "Know" a lot about the voxel data before deltas/changes are applied on the client side.
  8. I don't think you understand what i'm saying. I didn't even say they were limited to voxels? Where did I say that? I know what NN's are. That's why I introduced them in the context of sophisticated rendering or physics engine techniques. In fact, I brought up an article about it? I literally did. and then you tell me that I say that they're only limited to 3d voxel points? wtf? i don't get that, That's very frustrating. Does this happen often on the internet?
  9. NN's could only style anything "voxel rendered" My attention on them was meant for "ray tracing renering" or physics engines.
  10. Voxels are important for things like minecraft though. Keep track of the contents. Optimal for a ground that doesn't move much. Here's one promising article. https://www.wired.com/story/machine-learnings-amazing-ability-to-predict-chaos/ I don't know what window of chaotic systems apply, but I know scattering rays is chaotic. This is what lead me to believe that machine learning can really amplify physics and rendering. It can really scale up physics engines I think.
  11. Wow that looks pretty old 1987. i'll have to read it a bit more, i wonder why it's so easy to render. is that because the topology of a cube matrix is uniform and continuous? i guess it all boils down to hardware
  12. The nature of my goals may sound very familiar to you. "I want to create the biggest baddest MMO the world has ever seen" I'm not trying to dive into anything excruciatingly serious right now. I'm actually thinking of doing a series of migrations, starting with something like minecraft. I just want to know where we're at with the most impressive destructible voxel worlds? Are there competitive metrics for this sort of thing? I didn't know this until recently, but apparently a 3D matrices are used at higher and higher resolutions for certain types of fluid simulations. There is particle physics, but then there is this other things where each cell in a 3d matrix has a store of properties. I don't know what it's called. So it seems like there are a few "classes" of physical computation. Is there room for neural networks to play a role? I really think there is. For physics and graphics. Seems like the potentials will explode. Or are they already using that sort of thing?
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