Navier-Stokes fluid simulation explained with Godot game engine
105 points by myzek
by nlawalker
0 subcomment
If you haven't tried Animal Well, give it a shot. The whole game and its custom engine are like 35MB and it's filled with really cool visuals and physics powered by fluid equations.
So once upon a time I stumbled upon simulating fluids in gamedev and I really wanted to learn how it works. Fast forward 2 months and I decided to write down everything I learned to hopefully make it easier for others in the future!
by markstock
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Before you go adding vorticity confinement, consider performing a higher-order backward advection scheme (Runge-Kutta 2nd or similar), and using a higher-order interpolation method (triangle-shaped cloud instead of bilinear).
In my implementations I use 4th order for both and vortices stick around a lot longer.
by amarant
1 subcomments
This is great! When I have some leftover time I want to try copying this implementation for 3D. I reckon I could get away with minimal modifications to support the third axis...I think...
That'll perform even worse though, hopefully my CPU can handle it or I'm gonna need a lot of leftover time to make a shader
by Stevvo
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For anyone wanting to dive further, Fluid Simulation for Computer Graphics by Robert Bridson is the definitive textbook.
by amelius
1 subcomments
Did they test if it satisfies the relevant conservation laws?
by frankdlc222
0 subcomment
This is really cool. I love how much detail you went into explaining the setup and walking through each piece of the simulation. Definitely bookmarking this to play around with later!
by nryoo
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[flagged]
by analog8374
1 subcomments
Oh don't let us pinch zoom. That would be a disaster.