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Re: Community Update: Sandbox Source Code & CRYENGINE Documentation

The scope of this work will cross both written and video material as we have always done. Our aim is to deliver a learning offering that will give you everything you need to create mini-projects which will help you become familiar with important systems in the Editor. As part of achieving this goal...

Re: Voxel / Fluids in CE3 q.

The GPU "Fluids" in Borderlands 2 were PhysX particles. It wasn't a full fluid sim, and wouldn't work properly on ATI cards. I remember vaguely someone on this forum managed to recreate a similar effect with the CryENGINE's particles, but it got laggy very quickly. PhysX particles also can't be used...

Re: Voxel / Fluids in CE3 q.

Hmm. It might be possible with things like PhysX particles if you have source access and want to code it in... but generally, any decent fluid sim would be too demanding for a game to run realtime. I know if I try to do a fluid sim in Maya for any extended length of time, it eats up 12-20+ GB of ram...

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