#fluidsimulation — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #fluidsimulation, aggregated by home.social.
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Just fixed another #FluidSimulation bug.
Water could overflow through the roof 🫣 This was a bit hard to spot because usually you don't get to see what happens inside the terrain.
So let's take a look behind the scenes. Or under the scene at least. Once the camera is inside the terrain, you can see through and sometimes it's a better viewpoint for debugging.
When a voxel is full of water, it should not overflow to the voxel above if it's blocked by terrain. Bug fixed.
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A bit of stress testing the system, and already found #EmergentGameplay out of a single non-resizable dumb rectangular part 😉
Here is how you can build a bridge, even though you don't have the right parts, and also that you can't (yet) lift or otherwise move your contraption, and deleting parts is not implemented either.
Which means you have to find creative ways to tilt the orientation of the thing during construction and be careful about the weight balance.
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Here is a video showing what can be done with the #Transvoxel terrain and the #FluidSimulation.
Nothing related to actual gameplay, I'm just using a debug tool to dig spherical holes (it's actually possible to dig/add matter in other shapes, making planar walls, etc.)
In the game I'm imagining, digging with manual tools would be very slow (only useful to recover small quantities of materials), and the player would need to design and use machines for larger earthworks.
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Here is how it looks in the game, and also with the #FluidSimulation to have actual rivers infinitely flowing from the sources I've placed, until it gets to the sea.
It's still very empty, but there should be some potential for interesting perspectives.
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It's not finished yet, notably I need to configure the erosion simulations to make mountains look more realistic, place big rivers strategically for gameplay reasons (this is of course where the #FluidSimulation https://mastodon.gamedev.place/@youen/115860872576805368 will come in action). And there are tons of things that could be improved. It can look cool in the preview, but not that much in-game with the different perspective.
And then, that's only elevation data, I also need to work on texturing, vegetation, etc 😅
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I have finished implementation of the liquid mesher in a separate thread for the #FluidSimulation, which fixes the remaining performance issues.
And I'm spending way too much time looking at the results, especially when I'm tired 😅 I guess it's a bit mesmerizing.
Each horizontal slice of water runs a micro-fluid-simulation to compute the local flow map, using the "virtual pipes" method, which is nicely explained here: https://lisyarus.github.io/blog/posts/simulating-water-over-terrain.html (thanks to @lisyarus)
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I now have a system that generates a flow map, and added an actual water #shader to the #FluidSimulation. I used this shader as base https://github.com/marcelb/GodotSSRWater, made some modifications to add the flowing movement and support non-horizontal surfaces. It's not final yet, lot of things to improve, and I'd like to add foam, but it's already really improving the result!
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I'm working on the generation of the mesh to render the #FluidSimulation. It's a bit weird with this debug material, but very useful during development. Also, I can now run the simulation in the #Godot editor which is very handy.
Each square is a voxel of liquid (1 meter per 1 meter).
Next step will be the water material (I do not plan to achieve anything photo-realistic, but at least something translucent, with animated ripples, following the flow speed, and maybe some foam)
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I've implemented the new ideas, and the #FluidSimulation works much better now ☺️
Arguably, it looked interesting before too, but the result was unpredictable, and completely different before/after a flood.
The new version produces a much more reasonable river bed after the flood. It does leave a few puddles here and there, but that's not a problem, I can add an evaporation system to make them go away after some time.
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Here is the result in the #FluidSimulation. And it creates quite a mess. I'm really not satisfied.
My next idea is a "reshape" algorithm, that will find the shortest path from input to output (also favoring lower altitude), and then spread that path as much as required to get the desired thickness. However this could become costly for big slices. I'll see how it goes.
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So, I finished making my fluid sim gift on ESP32!
https://corteximplant.com/@zeyus/114095311805576694
Please excuse my nails, I was literally working with bitumen and managed to clean it off my hands, but it started to hurt scrubbing
Sorce code (including 3d printed case design): https://git.cyberwa.re/zeyus/FLIP-ESP32-I2C-OLED
#esp32 #flipfluids #fluidsim #fluidsimulation #3dprint #oled #ssd1306 #imu #mpu #electronics #embeddedsystems #embedded #arduino
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So, I finished making my fluid sim gift on ESP32!
https://corteximplant.com/@zeyus/114095311805576694
Please excuse my nails, I was literally working with bitumen and managed to clean it off my hands, but it started to hurt scrubbing
Sorce code (including 3d printed case design): https://git.cyberwa.re/zeyus/FLIP-ESP32-I2C-OLED
#esp32 #flipfluids #fluidsim #fluidsimulation #3dprint #oled #ssd1306 #imu #mpu #electronics #embeddedsystems #embedded #arduino
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So, I finished making my fluid sim gift on ESP32!
https://corteximplant.com/@zeyus/114095311805576694
Please excuse my nails, I was literally working with bitumen and managed to clean it off my hands, but it started to hurt scrubbing
Sorce code (including 3d printed case design): https://git.cyberwa.re/zeyus/FLIP-ESP32-I2C-OLED
#esp32 #flipfluids #fluidsim #fluidsimulation #3dprint #oled #ssd1306 #imu #mpu #electronics #embeddedsystems #embedded #arduino
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So, I finished making my fluid sim gift on ESP32!
https://corteximplant.com/@zeyus/114095311805576694
Please excuse my nails, I was literally working with bitumen and managed to clean it off my hands, but it started to hurt scrubbing
Sorce code (including 3d printed case design): https://git.cyberwa.re/zeyus/FLIP-ESP32-I2C-OLED
#esp32 #flipfluids #fluidsim #fluidsimulation #3dprint #oled #ssd1306 #imu #mpu #electronics #embeddedsystems #embedded #arduino
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So, I finished making my fluid sim gift on ESP32!
https://corteximplant.com/@zeyus/114095311805576694
Please excuse my nails, I was literally working with bitumen and managed to clean it off my hands, but it started to hurt scrubbing
Sorce code (including 3d printed case design): https://git.cyberwa.re/zeyus/FLIP-ESP32-I2C-OLED
#esp32 #flipfluids #fluidsim #fluidsimulation #3dprint #oled #ssd1306 #imu #mpu #electronics #embeddedsystems #embedded #arduino
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When matsuoka-601 dropped his WebGPU fluid simulation demos, they left everyone in awe—pushing the limits of what's possible in the browser with breathtaking realism and incredible performance. 💦
Now, he's been kind enough to take us behind the scenes, breaking down the magic behind the mesmerizing waves, high-performance physics, and real-time rendering!
Read it here: https://tympanus.net/codrops/2025/02/26/webgpu-fluid-simulations-high-performance-real-time-rendering/
#webgpu #fluidsimulation #realtimerendering #computergraphics #webdev
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Two colors running down metal bolts on a wooden board
https://www.youtube.com/watch?v=WTVXKZzOyME -
No idea what title I should give this animation when it's ready.
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Tried sRGB as suggested by @OscarCunningham , but the yellow-blue border seems off? 🤔
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Last one of this Theme!
It really glows up when mixing, further!
Full-Length musical Version: https://youtu.be/e-phXIq0FNEFluid Simulation was a tough one to crack, but I love were I got with it!
What Theme have my Patrons chosen next for me? 👀
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Partly open circular Obstacle
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High-Resolution Render for Patrons of Level Square and up!
10240x5760pixels
The Force Pattern is a combing gradually getting finer.
Some details in the thread! 👇
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https://github.com/NonEuclideanDreamer/FluidSim
Fluid Simulation Code is up!
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Fluid around White circle
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Kicked out the maxit condition in the relaxation scheme for this one, it only terminates upon reaching the desired stability.
So this took a while. -
Permeable Diagonal Barrier
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Purple Fluid infiltrated by the dark side.
Full-Length full-size Version: https://youtu.be/8ir_DJFYPAk
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It's not a bug, it's a feature!
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What on earth is going in the second half?!
There is a vertical obstacle between right and left border, the chaos starts when the force is blowing into it...I am just glad I didn't abort when that started. 😅
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Now the emitter moves!
Revised steam in #blender3d with #mantaflow you can do it with a #fluidsimulation
Stephen from Blender Made Easy does a good job of walking through the process and the final result is pretty cool.
Tutorial: https://youtu.be/_K0XsHht6pg
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Finally sat down and followed a tutorial on simulate swirling steam in #blender3d. Years ago I looked into and found it was hard to simulate, but now with #mantaflow you can do it with a #fluidsimulation
Stephen from Blender Made Easy does a good job of walking through the process and the final result is pretty cool.
Tutorial: https://youtu.be/_K0XsHht6pg
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Antigravity Experiment
#art #3dart #blender #blender3d #nft #fluidsimulation #flipfluids #scifi #scifiart
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Antigravity Experiment
#art #3dart #blender #blender3d #nft #fluidsimulation #flipfluids #scifi #scifiart
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Tried sRGB as suggested by @OscarCunningham , but the yellow-blue border seems off? 🤔