Because RAM is used for calculations and calculating Fluid dynamics is HARD and takes lots and lots and lots of simultaneous and interacting calculations.
…and calculating decent resolution fluid dynamics is many, many, many orders of magnitude more intensive to calculate than keeping some tabs open.
They certainly could,.. in fact. They did! That’s how water effects in the game work.
Can you give an example of a game that produces editable (not just predetermined), flowing water that looks realistic? Cities skylines does a pretty good job but the waterfall effects etc. don’t end up looking as good as the particle effects used by PZ.
It might be "hard", but I still disagree that it needs to eat that much RAM on a common computer or that we as consumers do not have that amount of RAM available.
Also, I didn't say some tabs, I meant THOUSANDS in the LITERAL sense, and we all know that Chromium eats a lot of memory. - But that aside...
My point was that it's not so much about memory as it is about other processing-power, such as what's demanded from the CPU or GPU.
And, again, this would also just be a load on the engine itself, which isn't that optimized with what's already there to begin with.
I mean, whenever you have the pathing-tool open or select a somewhat large habitat or most views on the heatmap, it will start chugging.
So I'm not arguing that it takes a lot of processing-power to calculate water-physics, I'm saying that it doesn't necessarily take a lot of memory to do so.
It's also going to depend a lot on the engine and how it's used and so on.
And yea, I've seen games that have physical water that was pretty realistic, but I'm blanking on it right now.
It was years ago (literal years), but I can't recall right now. - And I'm sure the water might have been a little floaty, cause games suck at gravity, but still.
I feel like it was another managing/simulation-game or perhaps some kind of action-game with an editor that I messed around with myself.