WHY RAYMARCHING? The primary distintion between the two systems is the hardware on which they run. Anything with Meshes is simulated on CPU where as raymarching majorly on GPU
for metaball mechanics - I took out the burden from CPU , by removing the meshes and used raymarching to do so, in CPU method I could spawn only 6-13 merging spheres, in raymarching I can have around 50-60. but more than that GPU starts to disconnect with its reality. I would have loved 500-2000 merging spheres, but feels like it wont be possible. One method could be to use raymarching mirror but that'll mean the spheres will be all reacting same way. We can spawn thousands through CPU method by instancing but they wont be blending/merging.
Will probably have a combination of raymarched blending bubbles and normal CPU orbs as pixie dust to fill out.
By Sahaj Garg
Email Sahaj Garg
Published On: 20/08/2019