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!
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!
Did they test if it satisfies the relevant conservation laws?
For anyone wanting to dive further, Fluid Simulation for Computer Graphics by Robert Bridson is the definitive textbook.
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!
Fluid sims are just so darn fun! Nice writeup, very accessible.
Couple of notes, I think you forgot to apply timestep when adding rocket exhaust velocity, pretty sure it should be
You need to compensate by scaling up flame_velocity_amount, I used 85, seemed about the same.Yeah it seems I missed that, adding the rocket at the end was a cherry on the top and I was so exhausted already I'm surprised it even works lol
It made it very fun to play with though :D
excellent article, great vulgarisation and human written !
Thank you
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!
Oh don't let us pinch zoom. That would be a disaster.
Assuming you mean the site - pinch zoom & pan works for me on Windows and iOS?