Super neat! Real drawing tools are much more fun than what's usually in a sandbox. Regarding your mention of multiple simulation regions - I think what Noita did will work for you. They have a GDC talk if you want details, but the gist is that they have a loose grid, and each grid cell has a bounding box for the area within it that has unsettled physics.
This looks so visually amazing and its crazy how your latest videos don't have more views. I look forward to all the new iterations and physics you are planning on adding! Also have you seen the global illumination algorithm called radiance cascades? I saw a project kind of like this with liquids emitting light and I personally found it to look mesmerizing. I hope you can look into if if you have the time because I have not seen a project with multiple liquid colors and I think itll look crazy good!
Thanks! Yeah I've been following along with the radiance cascades stuff a bit. Back in the day i did work on something similar called Multigrid Lighting. Very cool that they have the directional aspect down and I would definitely like to try it. I'm very glad that the interactions are at a point where people are enjoying even with just the simple point shader but yeah, I'm interested in doing some more advanced rendering. An old multigrid-lighting vid: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HqWheJSEiaw.html
Interesting concept (using the content to feed your compute-like layer). What is the gist of that implementation, does tldraw simply allow you to control the background or did you have to hack it in?
Tldraw doesn’t use a canvas but instead it actually uses the SVG/dom. So it is transparent and handles all the antialiased drawing over the background. So the liquid renders to another canvas via webgl and it is the browser compositing everything together