https://www.mikeash.com/pyblog/fluid-simulation-for-dummies.html #FluidSimulation #ForDummies #AppDevelopment #Jello #WaterAnimation #HackerNews #ngated
Fluid Simulation for Dummies
https://www.mikeash.com/pyblog/fluid-simulation-for-dummies.html
#HackerNews #FluidSimulation #Dummies #Coding #Physics #Simulation #Learning
Navier-Stokes fluid simulation explained with Godot game engine
https://myzopotamia.dev/navier-stokes-fluid-simulation-explained-with-godot
#HackerNews #NavierStokes #GodotGameEngine #FluidSimulation #GameDevelopment #TechExploration
Just fixed another #FluidSimulation bug.
Water could overflow through the roof 🫣 This was a bit hard to spot because usually you don't get to see what happens inside the terrain.
So let's take a look behind the scenes. Or under the scene at least. Once the camera is inside the terrain, you can see through and sometimes it's a better viewpoint for debugging.
When a voxel is full of water, it should not overflow to the voxel above if it's blocked by terrain. Bug fixed.
Le jeu se déroule sur une ile déserte, j'ai travaillé notament sur le relief et le rendu des forêts (cf vidéo dans le pouet précédent). Le jeu prend aussi en charge la simulation de fluides : toutes les rivières et lacs sont complètement dynamiques. Le terrain est également entièrement dynamique (on peut creuser, faire des barrages, etc.)
Understand Your Printer Better With The Interactive Inkjet Simulator
"Fluid fun with py5 and NumPy"
https://discourse.processing.org/t/fluid-fun-with-py5-and-numpy/47943
Hello! I felt like sketching this afternoon, so I dusted off my old implementation of Stam’s Real-Time Fluid Dynamics for Games. The original version used pygame and NumPy – turns out porting it to py5 was straightforward. Here’s a screenshot: And here’s the code: import py5 import numpy as np def remap(a, low0, high0, low1, high1): return a * (high1 - low1) / (high0 - low0) def normalize(a): a_min = np.min(a) a_max = np.max(a) return remap(a, a_min, a_max, 0, 1) def ...
A bit of stress testing the system, and already found #EmergentGameplay out of a single non-resizable dumb rectangular part 😉
Here is how you can build a bridge, even though you don't have the right parts, and also that you can't (yet) lift or otherwise move your contraption, and deleting parts is not implemented either.
Which means you have to find creative ways to tilt the orientation of the thing during construction and be careful about the weight balance.
Here is a video showing what can be done with the #Transvoxel terrain and the #FluidSimulation.
Nothing related to actual gameplay, I'm just using a debug tool to dig spherical holes (it's actually possible to dig/add matter in other shapes, making planar walls, etc.)
In the game I'm imagining, digging with manual tools would be very slow (only useful to recover small quantities of materials), and the player would need to design and use machines for larger earthworks.