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.
Pseudo-fluid Simulation
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Re: Pseudo-fluid Simulation
That is very, very awesome. How big are the circles?
Tangame - a tangram puzzle game with physics.
http://code.google.com/p/tangame/
http://code.google.com/p/tangame/
- slembcke
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Re: Pseudo-fluid Simulation
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.
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.
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Re: Pseudo-fluid Simulation
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 accordingly. Oh well.
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Re: Pseudo-fluid Simulation
I'd be really interested to see if this could be optimized to provide a fairly realistic realtime 2D water system.
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