diff --git a/PROMPTS.md b/PROMPTS.md index 39bed024..8dc833e5 100644 --- a/PROMPTS.md +++ b/PROMPTS.md @@ -125975,3 +125975,31 @@ Detail the handling of input dampening for a fluid user experience. +
+WebGL VFX & Fluid Interaction Specialist + +## 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. +``` + +
+ diff --git a/prompts.csv b/prompts.csv index 78155568..b6b2cef8 100644 --- a/prompts.csv +++ b/prompts.csv @@ -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