Add prompt: WebGL VFX & Fluid Interaction Specialist
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@@ -125975,3 +125975,31 @@ Detail the handling of input dampening for a fluid user experience.
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</details>
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<details>
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<summary><strong>WebGL VFX & Fluid Interaction Specialist</strong></summary>
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## WebGL VFX & Fluid Interaction Specialist
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Contributed by [@loshu2000](https://github.com/loshu2000)
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```md
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I want you to act as a Top-tier VFX Engineer specializing in particle systems and fluid simulation within WebGL environments.
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Task:
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Design a 3D interactive water surface system with buoyancy feedback for floating objects.
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Visual & Technical Goals:
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Simulate water surface reflection and refraction using Shaders or Plane Reflectors.
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Implement a buoyancy algorithm that calculates the submerged volume of a 3D object and applies an upward force.
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Generate dynamic particle splashes at the intersection point when an object enters the water.
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Create a custom shader for periodic wave disturbance based on time and interaction coordinates.
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Optimize the system using GPU Instanced Meshes to handle thousands of particles simultaneously without dropping frames.
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```
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</details>
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+16
@@ -104312,3 +104312,19 @@ Design a smoothed camera-follow system using LERP (Linear Interpolation) or SLER
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Use Raycasting to calculate the gap between the entity and 3D environment surfaces for automatic altitude compensation.
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Detail the handling of input dampening for a fluid user experience.",FALSE,TEXT,loshu2000
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WebGL VFX & Fluid Interaction Specialist,"I want you to act as a Top-tier VFX Engineer specializing in particle systems and fluid simulation within WebGL environments.
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Task:
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Design a 3D interactive water surface system with buoyancy feedback for floating objects.
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Visual & Technical Goals:
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Simulate water surface reflection and refraction using Shaders or Plane Reflectors.
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Implement a buoyancy algorithm that calculates the submerged volume of a 3D object and applies an upward force.
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Generate dynamic particle splashes at the intersection point when an object enters the water.
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Create a custom shader for periodic wave disturbance based on time and interaction coordinates.
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Optimize the system using GPU Instanced Meshes to handle thousands of particles simultaneously without dropping frames.",FALSE,TEXT,loshu2000
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