"Video games appeal to our desire to explore and interact with our environment, and adding real-world phenomena-such as fluid motion-allows game developers to create immersive and fun virtual worlds. Recently, physical simulations have become more realistic, but the simulations have largely been limited to rigid bodies. Pervasive simulations of continuous media like cloth and fluids remain uncommon, largely because fluid dynamics entail conceptual and computational challenges that make simulating fluids difficult. " (Gourlay M, Fluid Simulation for Video Games (part 1), 2012)
These articles by Michael Gourlay show some of the incredibly complex systems behind simulating fluids for video games, though his system also explains how it can be used for fire in parts 9 - 13.
Although using the mathematics and algorithms presented here is probably way above anything i could achieve this year, it can be used as reference to try to base my simulations in reality.
https://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-9/
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