Page 1 of 1

Pseudo-fluid Simulation

Posted: Tue Dec 11, 2007 7:47 pm
by maximile
http://www.youtube.com/watch?v=V1xiVyJ3EOM

No crazy-cool techniques or anything here, just lots of circles and time. And hardly any friction. Thought you might like to see it.

BTW, it's *not* real time. About 5 or 6 seconds per frame at its slowest. Perhaps not helped by World of Warcraft running in the background, though.

Re: Pseudo-fluid Simulation

Posted: Tue Dec 11, 2007 10:16 pm
by lucas
That is very, very awesome. How big are the circles?

Re: Pseudo-fluid Simulation

Posted: Wed Dec 12, 2007 12:01 am
by slembcke
Yeah, I've tried something similar. I was definitely impressed that it worked at all to be honest. Simulating water out of little solid circles just doesn't seem like it would work, but it definitely does a pretty good job.

Though it does make me wonder how fast you could get such a thing to run if you simplified the collision detection, and simulated them only as solid particles using vertlet or something. Could be fun to try sometime.

Re: Pseudo-fluid Simulation

Posted: Wed Dec 12, 2007 6:02 am
by maximile
The smallest circles are about 0.05 radius, which with my setup corresponds to about 1 pixel. I realise now that I could probably have sped it up if I had set the

Code: Select all

 cpSpaceResizeActiveHash()
accordingly. Oh well.

Re: Pseudo-fluid Simulation

Posted: Tue Jan 22, 2008 5:10 pm
by Ralith
I'd be really interested to see if this could be optimized to provide a fairly realistic realtime 2D water system.