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#fluidsimulation — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #fluidsimulation, aggregated by home.social.

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  1. #FluidMechanics #FluidDynamics #AskFedi #DuckDuckFedi hey, I'm wondering which is better for cooling ? The desk isn't a perfect seal if you're wondering, air can vent, but slowly.

    This computer is in a pull-push configuration, the GPU at the back is pulling fresh air in and the radiator is pushing hot air out as drawn by arrows. The radiator "pushing" fans are stronger than the GPU's "pulling" fans, so there is negative pressure, which means some air gets sucked in from surrounding case intakes (above, below etc).

    #ComputationalFluidDynamics #FluidSimulation

  2. 🎨🧩 Ah, "Fluid Simulation for Dummies"—because clearly the world needed another convoluted guide to answer the burning question: "How can I make water look like Jell-O in my app?" 🍮🤦‍♂️ The author generously sprinkles in some unrelated aviation content, just in case you needed a break from the riveting world of simulated #viscosity. 🛩️💧
    mikeash.com/pyblog/fluid-simul #FluidSimulation #ForDummies #AppDevelopment #Jello #WaterAnimation #HackerNews #ngated

  3. 🎨🧩 Ah, "Fluid Simulation for Dummies"—because clearly the world needed another convoluted guide to answer the burning question: "How can I make water look like Jell-O in my app?" 🍮🤦‍♂️ The author generously sprinkles in some unrelated aviation content, just in case you needed a break from the riveting world of simulated #viscosity. 🛩️💧
    mikeash.com/pyblog/fluid-simul #FluidSimulation #ForDummies #AppDevelopment #Jello #WaterAnimation #HackerNews #ngated

  4. 🎨🧩 Ah, "Fluid Simulation for Dummies"—because clearly the world needed another convoluted guide to answer the burning question: "How can I make water look like Jell-O in my app?" 🍮🤦‍♂️ The author generously sprinkles in some unrelated aviation content, just in case you needed a break from the riveting world of simulated #viscosity. 🛩️💧
    mikeash.com/pyblog/fluid-simul #FluidSimulation #ForDummies #AppDevelopment #Jello #WaterAnimation #HackerNews #ngated

  5. 🎨🧩 Ah, "Fluid Simulation for Dummies"—because clearly the world needed another convoluted guide to answer the burning question: "How can I make water look like Jell-O in my app?" 🍮🤦‍♂️ The author generously sprinkles in some unrelated aviation content, just in case you needed a break from the riveting world of simulated #viscosity. 🛩️💧
    mikeash.com/pyblog/fluid-simul #FluidSimulation #ForDummies #AppDevelopment #Jello #WaterAnimation #HackerNews #ngated

  6. 🎨🧩 Ah, "Fluid Simulation for Dummies"—because clearly the world needed another convoluted guide to answer the burning question: "How can I make water look like Jell-O in my app?" 🍮🤦‍♂️ The author generously sprinkles in some unrelated aviation content, just in case you needed a break from the riveting world of simulated #viscosity. 🛩️💧
    mikeash.com/pyblog/fluid-simul #FluidSimulation #ForDummies #AppDevelopment #Jello #WaterAnimation #HackerNews #ngated

  7. Moonrider Electric Tractors | Dassault Systèmes

    India is the world’s largest producer of milk, jute and pulses, and second largest producer of rice, wheat, sugarcane…
    #France #FR #Europe #EU #DassaultSystèmes #cloud-enabledsimulation #Dassault #electricbatterytechnology #electricvehicle #Fluidsimulation
    europesays.com/france/27701/

  8. 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.

    #GameDev

  9. 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.

    #GameDev

  10. 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.

    #GameDev

  11. 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.

    #GameDev

  12. 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.

    #GameDev

  13. 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.

    #Godot #GameDev #FluidSimulation

  14. 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.

    #Godot #GameDev #FluidSimulation

  15. 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.

    #Godot #GameDev #FluidSimulation

  16. 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.

    #Godot #GameDev #FluidSimulation

  17. 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.

    #Godot #GameDev #FluidSimulation

  18. 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.

    #Godot #gamedev

  19. 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.

    #Godot #gamedev

  20. 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.

    #Godot #gamedev

  21. 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.

    #Godot #gamedev

  22. 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.

    #Godot #gamedev

  23. 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.

  24. 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.

  25. 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.

  26. 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.

  27. 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.

  28. 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 mastodon.gamedev.place/@youen/ 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 😅

  29. 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 mastodon.gamedev.place/@youen/ 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 😅

  30. 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 mastodon.gamedev.place/@youen/ 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 😅

  31. 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 mastodon.gamedev.place/@youen/ 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 😅

  32. 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 mastodon.gamedev.place/@youen/ 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 😅

  33. 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: lisyarus.github.io/blog/posts/ (thanks to @lisyarus)

  34. 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: lisyarus.github.io/blog/posts/ (thanks to @lisyarus)

  35. 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: lisyarus.github.io/blog/posts/ (thanks to @lisyarus)

  36. 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: lisyarus.github.io/blog/posts/ (thanks to @lisyarus)

  37. 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: lisyarus.github.io/blog/posts/ (thanks to @lisyarus)

  38. 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 github.com/marcelb/GodotSSRWat, 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!

    #gamedev #Godot

  39. 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 github.com/marcelb/GodotSSRWat, 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!

    #gamedev #Godot

  40. 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 github.com/marcelb/GodotSSRWat, 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!

    #gamedev #Godot

  41. 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 github.com/marcelb/GodotSSRWat, 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!

    #gamedev #Godot

  42. 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 github.com/marcelb/GodotSSRWat, 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!

    #gamedev #Godot