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Re: Fluid Dynamics for lower editions [Re: VeT] #277447
07/09/09 10:29
07/09/09 10:29
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline OP
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the_mehmaster  Offline OP
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Joined: Dec 2008
Posts: 528
Wagga, Australia
Quote:
Maybe, also, it would be nice if they would be optional.

Good idea! I'll do that.

Re: Fluid Dynamics for lower editions [Re: the_mehmaster] #277455
07/09/09 10:45
07/09/09 10:45
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
I dont know if Im going to be able to time-step this.
To get it FPS independant I need to understand whats going on,
and I no-longer do...

This code is actually setting every vertex back to zero every second frame.
It doesnt LOOK like it, and its thrown me a serious curve-ball..


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Fluid Dynamics for lower editions [Re: EvilSOB] #277456
07/09/09 10:48
07/09/09 10:48
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline

Serious User
VeT  Offline

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
EvilSOB, imho, you should go and rest this evening smile
Maybe some(well, "some" could be changed to "a lot of") beer with friends, or romantic evening with girlfriend wink


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Fluid Dynamics for lower editions [Re: VeT] #277465
07/09/09 11:09
07/09/09 11:09
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
I cant, Im at work. Damned night-shift...

(If youve read the web-page from meh_master that he based his code on),
Im thinking of dumping its entire process, except the
vertices<-->neighbouring-vertices averaging filtering, and build up from that.
It seems (after playing a bit) to be the important part.

Germanunkol: this "averaging" filter bypasses the need for the complexities surrounding the usage of SIN-type functions.
Using SIN functionality drags it too close to a REAL water simulator. And that just gets too CPU hungry.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Fluid Dynamics for lower editions [Re: EvilSOB] #277470
07/09/09 11:36
07/09/09 11:36
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline OP
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the_mehmaster  Offline OP
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Joined: Dec 2008
Posts: 528
Wagga, Australia
Quote:
Germanunkol: this "averaging" filter bypasses the need for the complexities surrounding the usage of SIN-type functions.
Using SIN functionality drags it too close to a REAL water simulator. And that just gets too CPU hungry.

True. The reason i chose this method is because of its (blush) simple method and speed compared to SIN based methods.
Turns out that it let us down on the 'simple' bit..

Re: Fluid Dynamics for lower editions [Re: the_mehmaster] #278068
07/12/09 00:29
07/12/09 00:29
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
i would like to see w youtube demo.. anyone?

Re: Fluid Dynamics for lower editions [Re: MMike] #278073
07/12/09 01:00
07/12/09 01:00
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline OP
User
the_mehmaster  Offline OP
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Joined: Dec 2008
Posts: 528
Wagga, Australia
Quote:
i would like to see w youtube demo.. anyone?

There will be youtube when all is finished. For now, you can have a play with the first demo.

Re: Fluid Dynamics for lower editions [Re: the_mehmaster] #278088
07/12/09 06:36
07/12/09 06:36
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline OP
User
the_mehmaster  Offline OP
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Joined: Dec 2008
Posts: 528
Wagga, Australia
Newton interface is finished. I won't post a download link just yet but i'll give the procedure on how add fluid dynamics to a newton level (that already has a buoyancy plane):
  • In WED, place a .hmp right on top of the buoyancy plane. The .hmp MUST have a z coordinate of 0. If it doesn't, you must move the entire level so it does. Assign the 'fluid_action' action.
  • If you do not have WED, just place it in script, and assign the 'fluid_action' action.
  • in the fluid's action, assign the 'viscoscity'(0-100). You must also assign the 'surface_tension' (0-50) which specifies how deep an object has to be for the water to stop reacting to it.
  • An entity pointer called 'waterent' must be set to the fluid .hmp .
  • You must copy and paste a simple 10 lines of code (15 with particles) at the end of any object that you want the water to react to's action.
  • Make the existing buoyancy plane invisible
  • Run the main script!

It may sound quite complicated, but it's actually pretty simple.

I know this won't help to implement in your own projects yet, it's just to give an idea. I will release everything tomorrow (unless i go to a friends place) Promised!

The reason it took so long was that i was over complicating the action assigned to newton bodies. It was originally a complicated ~50 lines, but now is an easy-to-understand-even-for-newbies 10.

If I don't get any replies in my 'water particle bitmaps' thread, i won't add particles to this release.

@evilSOB: Making any progress? You haven't posted here for a couple of days..

Re: Fluid Dynamics for lower editions [Re: the_mehmaster] #278176
07/12/09 14:02
07/12/09 14:02
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Joined: Feb 2008
Posts: 3,232
Australia
Still zero progress, but I havent given up either.

[EDIT] Getting close though. I should have a result within hours.
Frame-rate independance - FIXED (WhooHoo grin ).
Viscosity - Progressing well.
Auto-viscosity Calculation - Unlikely to be hard.


Last edited by EvilSOB; 07/12/09 17:00. Reason: Update - MAJOR BREAKTHROUGH

"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Fluid Dynamics for lower editions [Re: EvilSOB] #278273
07/12/09 21:44
07/12/09 21:44
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline OP
User
the_mehmaster  Offline OP
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Joined: Dec 2008
Posts: 528
Wagga, Australia
Quote:
[EDIT] Getting close though. I should have a result within hours.
Frame-rate independance - FIXED (WhooHoo).
Viscosity - Progressing well.
Auto-viscosity Calculation - Unlikely to be hard.

Awesome! I hope you succeed!

Did you end up rewriting the code, or did you edit the existing program?


Last edited by the_mehmaster; 07/12/09 21:46.
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