Timeline for Is there a 2d physics engine that can model fluids and gases?
Current License: CC BY-SA 3.0
8 events
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May 30, 2011 at 16:29 | comment | added | kaoD | Particles aren't really suitable without SPH (Smoothed-particle hydrodinamics) in my opinion. Lots of collisions, compressible fluids and don't really behave like particles. And SPH is really intensive too. | |
May 30, 2011 at 8:06 | comment | added | Jonathan Connell | You can use 'particles' only not on the same 'pixel' level as most particles. You can use a group of vertices that can join to each other and move apart depending on forces applied. Each vertex, once joined to another, gains a spring and a joint to it, with a maximum of one above, below at the left and right. This creates a kind of "mesh" of spaced vertices, the further they are spaced, the less you need but the 'worse' the simulation is. | |
May 30, 2011 at 5:52 | comment | added | void | Particles works good enough en.wikipedia.org/wiki/Smoothed-particle_hydrodynamics. Was used in FLT:s latest demo as described in directtovideo.wordpress.com/2011/05/03/numb-res This implementation might be a bit heavy weight, but simpler approximations as in the Pixel Junk Shooter GDC talk should work fine. | |
May 30, 2011 at 3:54 | comment | added | AttackingHobo | "particles bouncing around, off surfaces and eachother (faster for gasses)" that sounds like you are describing fluids on the molecular level, and while a naive approach could work with baked simulation, it wont work well for real time games. Particles are fine as long type of simulation is correct, "bouncing arround" does seem like it would work with macro particles. You also grossly misrepresented how to simulate density. | |
May 28, 2011 at 10:22 | comment | added | Joel | WOWOW why the downvotes? I'm not raging, just want to know why. It is a realistic technique and is used. | |
May 28, 2011 at 8:45 | comment | added | ghost | I am not sure why you'd say that, as fluid dynamics are very often modelled as particles. For examples see the nvidia tech videos on fluid particles on youtube, the program Algodoo (formerly called Phun) or the talk Q-Games gave about their PixelJunk Shooter game (slides at gdcvault.com/play/1012447/Go-With-the-Flow-Fluid). In the latter case, Q-Games shows how they construct a polygon out of a collection of particles. I would think that this verifies that this answer is quite valid for realtime implementations IMHO. | |
May 28, 2011 at 6:32 | comment | added | AttackingHobo | This answer is not suited for real time games in a practical size. | |
May 28, 2011 at 5:18 | history | answered | Joel | CC BY-SA 3.0 |