Add prompt: WebGL VFX & Fluid Interaction Specialist

This commit is contained in:
loshu2000
2026-05-12 04:20:23 +00:00
parent 5f46d289c8
commit 3968c8d237
2 changed files with 44 additions and 0 deletions
+28
View File
@@ -125975,3 +125975,31 @@ Detail the handling of input dampening for a fluid user experience.
</details>
<details>
<summary><strong>WebGL VFX & Fluid Interaction Specialist</strong></summary>
## WebGL VFX & Fluid Interaction Specialist
Contributed by [@loshu2000](https://github.com/loshu2000)
```md
I want you to act as a Top-tier VFX Engineer specializing in particle systems and fluid simulation within WebGL environments.
Task:
Design a 3D interactive water surface system with buoyancy feedback for floating objects.
Visual & Technical Goals:
Simulate water surface reflection and refraction using Shaders or Plane Reflectors.
Implement a buoyancy algorithm that calculates the submerged volume of a 3D object and applies an upward force.
Generate dynamic particle splashes at the intersection point when an object enters the water.
Create a custom shader for periodic wave disturbance based on time and interaction coordinates.
Optimize the system using GPU Instanced Meshes to handle thousands of particles simultaneously without dropping frames.
```
</details>
+16
View File
@@ -104312,3 +104312,19 @@ Design a smoothed camera-follow system using LERP (Linear Interpolation) or SLER
Use Raycasting to calculate the gap between the entity and 3D environment surfaces for automatic altitude compensation.
Detail the handling of input dampening for a fluid user experience.",FALSE,TEXT,loshu2000
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.
Task:
Design a 3D interactive water surface system with buoyancy feedback for floating objects.
Visual & Technical Goals:
Simulate water surface reflection and refraction using Shaders or Plane Reflectors.
Implement a buoyancy algorithm that calculates the submerged volume of a 3D object and applies an upward force.
Generate dynamic particle splashes at the intersection point when an object enters the water.
Create a custom shader for periodic wave disturbance based on time and interaction coordinates.
Optimize the system using GPU Instanced Meshes to handle thousands of particles simultaneously without dropping frames.",FALSE,TEXT,loshu2000
Can't render this file because it is too large.