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[WebGL] Particle Sea - Unity 5 Experiment

Discussion in 'Works In Progress - Archive' started by thoorne, Mar 12, 2015.

  1. thoorne

    thoorne

    Joined:
    Jul 22, 2012
    Posts:
    64
    Hi everybody,

    Inspired by http://i-remember.fr/en three.js application I decided to reproduce this in Unity 5 with WebGL export.

    Here is what I managed to create (WebGL Player). Feel free to play with sliders :p

    Zrzut ekranu 2015-03-12 o 11.03.21.png
    I'm getting 20 FPS with maxed out settings (62500 animated particles) on Macbook Pro 2014 but it's pretty fluid. The same results on Nvidia Shield tablet with K1 chip (Yes, works on android too).

    To do:
    -optimization
    -option to disable post-process effects (Vignetting, Chromatic Aberration, Bloom)
    -random particles distribution instead of fixed one
    -ability to change colors and gradient
    -more noise options (voronoi, simplex)

    Let me know what do you think about that. I'm planning to release it for free and as an Android animated wallpaper.
     
    Chaerephon likes this.
  2. the_motionblur

    the_motionblur

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    Mar 4, 2008
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    1,774
    That is awesome :)

    Finer steps in the sliders would be nice. So far it feels like sliding only a bit changes too much already.
     
  3. thoorne

    thoorne

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    Jul 22, 2012
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    Thanks!

    I'm thinking about implementing logarithmic scale instead of linear.
     
  4. Jim_West

    Jim_West

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    Aug 5, 2013
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    Getting 55 fps (Windows, Chrome, i5 4460, GTX 970) on normal Settings.
    All Maxed 5fps
     
  5. thoorne

    thoorne

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    Weird, 15 FPS only on my PC. Intel Xeon E3-1226 with 280X.
     
  6. imaginaryhuman

    imaginaryhuman

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    22.5fps... why no fullscreen option?
     
  7. thoorne

    thoorne

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    There is fullscreen button on the bottom next to "Particle Sea" label, outside of WebGL player but it doesn't work for me too. Surprisingly it works on my friend's iMac 5K.
     
  8. theANMATOR2b

    theANMATOR2b

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    A little late to the party but I thought I'd chime in as well.
    60 fps (Windows 7, Firefox, Intel i7 3930 duel 3.20, Quatro 4000) on normal Settings.
    All Maxed 26fps

    The full screen button worked for me without any noticeable fps drop.
     
  9. DizzyTornado

    DizzyTornado

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    Nov 17, 2013
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    I had everything maxed out on a GTX 760 Mini and AMD FX-6300 (3.5GHz) and it ran at 45-ish idle and around 25-32 when rendering, its great just needs some optimization before using it for anything other than simulations.
     
  10. thoorne

    thoorne

    Joined:
    Jul 22, 2012
    Posts:
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    Hi guys,
    Thanks for feedback, I'll keep improving this project in my spare time. Here is what I achieved in this update:
    https://dl.dropboxusercontent.com/u/69335113/ParticleSea/ParticleSea_WEBGL_1.1/index.html

    In my opinion it looks now a lot better, I changed PostPro effects, added film grain, vignetting etc.
    I also managed to improve performance a bit, now I'm having 30 stable FPS on my Macbook Pro.

    Whats next I would like to implement:
    -camera control
    -color changing
    -random particles distrubition
     
  11. thoorne

    thoorne

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    Jul 22, 2012
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    Last edited: Apr 28, 2015
    theANMATOR2b likes this.