If you haven't tried Animal Well, give it a shot. The whole game and its custom engine are like 35MB and it's filled with really cool visuals and physics powered by fluid equations.
This is great! When I have some leftover time I want to try copying this implementation for 3D. I reckon I could get away with minimal modifications to support the third axis...I think...
That'll perform even worse though, hopefully my CPU can handle it or I'm gonna need a lot of leftover time to make a shader
So once upon a time I stumbled upon simulating fluids in gamedev and I really wanted to learn how it works. Fast forward 2 months and I decided to write down everything I learned to hopefully make it easier for others in the future!
magicalhippo [3 hidden]5 mins ago
Fluid sims are just so darn fun! Nice writeup, very accessible.
Couple of notes, I think you forgot to apply timestep when adding rocket exhaust velocity, pretty sure it should be
You need to compensate by scaling up flame_velocity_amount, I used 85, seemed about the same.
myzek [3 hidden]5 mins ago
Yeah it seems I missed that, adding the rocket at the end was a cherry on the top and I was so exhausted already I'm surprised it even works lol
magicalhippo [3 hidden]5 mins ago
It made it very fun to play with though :D
brandonpelfrey [3 hidden]5 mins ago
Great job. I have spent a lot of time working on fluid simulations (I still am). Glad to see more people still mesmerized. If you’re interested, this rabbit hole goes very deep.
nick__m [3 hidden]5 mins ago
excellent article, great vulgarisation and human written !
Thank you
Stevvo [3 hidden]5 mins ago
For anyone wanting to dive further, Fluid Simulation for Computer Graphics by Robert Bridson is the definitive textbook.
amelius [3 hidden]5 mins ago
Did they test if it satisfies the relevant conservation laws?
brandonpelfrey [3 hidden]5 mins ago
It won’t satisfy those laws. It’s also not a goal though of this post.
amelius [3 hidden]5 mins ago
I mean if you're writing a ray tracer and the reflected light has more intensity than the light sources, then that's not desired. You can have the same sort of thing going on with a fluid simulation.
frankdlc222 [3 hidden]5 mins ago
This is really cool. I love how much detail you went into explaining the setup and walking through each piece of the simulation. Definitely bookmarking this to play around with later!
analog8374 [3 hidden]5 mins ago
Oh don't let us pinch zoom. That would be a disaster.
zamadatix [3 hidden]5 mins ago
Assuming you mean the site - pinch zoom & pan works for me on Windows and iOS?
https://store.steampowered.com/app/813230/ANIMAL_WELL/
That'll perform even worse though, hopefully my CPU can handle it or I'm gonna need a lot of leftover time to make a shader
Couple of notes, I think you forgot to apply timestep when adding rocket exhaust velocity, pretty sure it should be
You need to compensate by scaling up flame_velocity_amount, I used 85, seemed about the same.Thank you