Anyone have any good examples, tutorials, or snippets to share that preferably in C# or C/C++?
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PixelJunk shooter from Q-Games has nice set of fluids. There is a GDC paper they have published here: http://fumufumu.q-games.com/gdc2010/shooterGDC.pdf (PDF!) Jos Stam from Alias Maya fame (now Autodesk) wrote paper on real time fluids in games here: http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf (PDF!) And he wrote a simple FFT fluid solver here: http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/jgt01.pdf (PDF!) where he included source in that PDF at the end. |
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Here's a fairly primitive write up about using cellular automata for simulating fluids: http://w-shadow.com/blog/2009/09/01/simple-fluid-simulation/ In certain situations such a simple approach can be appropriate (Dwarf Fortress uses a similar approach to simulate liquid flow; also - the powder game). Also, this approach is pretty easy to grasp/get up and running fast. |
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