In Fading Echo, the world is alive with systemic elemental reactions: water trails absorbed by the sand, pools of lava cooled by water, and waste puddles that explode and spread out.
I designed and implemented a Grid System entirely in C++ within Unreal Engine: an optimized system composed of chunks and pooled cells that manages all elemental reactions. It is entirely data-driven, allowing designers to create unique systemic reactions in the game.
This post is a walkthrough of how that system works.
Data structure and Baking
TODO
Chunks and Culling
TODO
Elemental Reactions
TODO
The Runtime: Registering and Updating
TODO
Rendering with Compute Shaders
TODO
Creating a New Fluid
TODO