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There's this paper which describes a simplified fluid dynamics appropriate for games: Real-Time Fluid Dynamics for Games by Jos Stam. You can find the paper and
by xioxox 6y ago
There's this paper which describes a simplified fluid dynamics appropriate for games: Real-Time Fluid Dynamics for Games
by Jos Stam. You can find the paper and implementations by searching. It's based around numerical stability and speed, rather than accuracy. I think it would be interesting to put this into a simcity-like game to get good air pollution maps.
I'm not sure if this WebGL page is based around this algorithm.
- iainmerrick 6y agoWhat does that have to do with 3D versus 2D?
- xioxox 6y ago3D is hard to do in real time as you have many more grid points. The method I linked to is much faster than properly solving the fluid equations, so is suitable for a 3D interactive simulation.
- slavik81 6y agoThe GitHub WebGL page is based on a GPU Gems article, which was based on Stable Fluids. The ShaderToy 128³ cube appears to be quite different. I don't entirely follow what it's doing, but the pressure solve seems to be heavily simplified.