Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
Using Position Based Fluids for Realistic Fluid Simulation Emptyby NickTheNick Sat Sep 26, 2015 10:26 pm

» To all the people who come here looking for thrive.
Using Position Based Fluids for Realistic Fluid Simulation Emptyby NickTheNick Sat Sep 26, 2015 10:22 pm

» Build Error Code::Blocks / CMake
Using Position Based Fluids for Realistic Fluid Simulation Emptyby crovea Tue Jul 28, 2015 5:28 pm

» Hello! I can translate in japanese
Using Position Based Fluids for Realistic Fluid Simulation Emptyby tjwhale Thu Jul 02, 2015 7:23 pm

» On Leave (Offline thread)
Using Position Based Fluids for Realistic Fluid Simulation Emptyby NickTheNick Wed Jul 01, 2015 12:20 am

» Devblog #14: A Brave New Forum
Using Position Based Fluids for Realistic Fluid Simulation Emptyby NickTheNick Mon Jun 29, 2015 4:49 am

» Application for Programmer
Using Position Based Fluids for Realistic Fluid Simulation Emptyby crovea Fri Jun 26, 2015 11:14 am

» Re-Reapplication
Using Position Based Fluids for Realistic Fluid Simulation Emptyby The Creator Thu Jun 25, 2015 10:57 pm

» Application (programming)
Using Position Based Fluids for Realistic Fluid Simulation Emptyby crovea Tue Jun 23, 2015 8:00 am

» Achieving Sapience
Using Position Based Fluids for Realistic Fluid Simulation Emptyby MitochondriaBox Sun Jun 21, 2015 7:03 pm

» Microbe Stage GDD
Using Position Based Fluids for Realistic Fluid Simulation Emptyby tjwhale Sat Jun 20, 2015 3:44 pm

» Application for Programmer/ Theorist
Using Position Based Fluids for Realistic Fluid Simulation Emptyby tjwhale Wed Jun 17, 2015 9:56 am

» Application for a 3D Modeler.
Using Position Based Fluids for Realistic Fluid Simulation Emptyby Kaiju4u Wed Jun 10, 2015 11:16 am

» Presentation
Using Position Based Fluids for Realistic Fluid Simulation Emptyby Othithu Tue Jun 02, 2015 10:38 am

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Using Position Based Fluids for Realistic Fluid Simulation Emptyby crovea Sun May 31, 2015 5:06 pm

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» Music List Thread (Post New Themes Here)
Using Position Based Fluids for Realistic Fluid Simulation Emptyby Oliveriver Thu May 28, 2015 1:06 pm

» Application: English-Spanish translator
Using Position Based Fluids for Realistic Fluid Simulation Emptyby Renzope Tue May 26, 2015 1:53 pm

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Using Position Based Fluids for Realistic Fluid Simulation Emptyby TheBudderBros Sun May 24, 2015 9:00 pm

» A new round of Forum Revamps!
Using Position Based Fluids for Realistic Fluid Simulation Emptyby Oliveriver Wed May 20, 2015 11:32 am


 

 Using Position Based Fluids for Realistic Fluid Simulation

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T0N12
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Using Position Based Fluids for Realistic Fluid Simulation Empty
PostSubject: Using Position Based Fluids for Realistic Fluid Simulation   Using Position Based Fluids for Realistic Fluid Simulation EmptySat Apr 25, 2015 8:57 pm

Position Based Fluids are a very realistic way to simulate fluids in real-time efficiently, as the demo shows. Implementing position based fluids might require modifying the physics engine Bullet(if it's not been implemented yet) but we could ether work together with the Bullet developers to implement it, or do it ourselves and give the changes to the bullet team to implement it into Bullet.
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tjwhale
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tjwhale


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Using Position Based Fluids for Realistic Fluid Simulation Empty
PostSubject: Re: Using Position Based Fluids for Realistic Fluid Simulation   Using Position Based Fluids for Realistic Fluid Simulation EmptySun Apr 26, 2015 6:49 am

The direction we've being going with fluid mechanics is to use curl noise to give the impression of a fluid without actually solving any equations. The advantage of curl noise is that it's extremely cheap to compute. You just generate a noise field and from that you generate the fluid flow.

The problem with "very realistic" fluids is that they are extremely expensive in terms of computation and we have to decide how much power we want to give to fluid simulation. Remember that everything we make part of the core game excludes some people with slower computers from playing the game so we want to get a good balance between having the complexity we want and making the game as accessible as possible.

IMO we should try curl noise and see how that feels to play and if it's not good enough we could look into something more advanced, what you are suggesting seems good. I'll happily discuss it more if you are interested.
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