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There are plenty of babylon.js & physics package demos around.

The WebGL support can be an issue on some machines, but when it does work... things like procedural fog/pseudo-procedural-water/dynamic-texture-updates look fairly good even on low-end gpus. Also, the free Blender addon can quickly export basic animated mesh formats that will save a lot of fiddling with assets later, and the base library supports asset loading etc.

Like all js solutions your top 3 problems will be:

1. Audio and media syncing (don't even try to live-render something like a face mocap)

2. Interface hardware access (grabbing keyboard/mouse/gamepads is sketchy)

3. Game cheats (you can't trust the clients world constraints are true)

4. web browser ram/cpu overhead

The main downside of using __any__ popular game-engine is asset extraction is a popular hobby for some folks (only consoles sort of mitigate this issue).

Best of luck, =3




Thank you!

If you haven't played Noita it's basically a "falling sand" or powder physics game where every pixel is simulated. You need a special cellular automata that is not your typical game physics engine, so I don't think Babylon.js would be a good choice but I may be wrong.

I've modeled my architecture after this fantastic GDC talk by the Noita devs: https://www.youtube.com/watch?v=prXuyMCgbTc ("Exploring the Tech and Design of Noita")


If all you want is 2D fluid flow with points, than Sebastian Lague's talk is very practical for the frame-rates he hits:

https://www.youtube.com/watch?v=rSKMYc1CQHE

It should port over if you are not hitting super fine granularity, and the collision model for the sprites is simplified.

Some of the Babylon.js fluid examples still need a bug report:

https://doc.babylonjs.com/features/featuresDeepDive/particle...

Have a wonderful day =)




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