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Re: Fluid Dynamics for lower editions
[Re: the_mehmaster]
#277455
07/09/09 10:45
07/09/09 10:45
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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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
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Re: Fluid Dynamics for lower editions
[Re: VeT]
#277465
07/09/09 11:09
07/09/09 11:09
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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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
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Re: Fluid Dynamics for lower editions
[Re: EvilSOB]
#277470
07/09/09 11:36
07/09/09 11:36
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Joined: Dec 2008
Posts: 528 Wagga, Australia
the_mehmaster
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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 ( ) simple method and speed compared to SIN based methods. Turns out that it let us down on the 'simple' bit..
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Re: Fluid Dynamics for lower editions
[Re: MMike]
#278073
07/12/09 01:00
07/12/09 01:00
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Joined: Dec 2008
Posts: 528 Wagga, Australia
the_mehmaster
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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.
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Re: Fluid Dynamics for lower editions
[Re: the_mehmaster]
#278088
07/12/09 06:36
07/12/09 06:36
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Joined: Dec 2008
Posts: 528 Wagga, Australia
the_mehmaster
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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..
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Re: Fluid Dynamics for lower editions
[Re: the_mehmaster]
#278176
07/12/09 14:02
07/12/09 14:02
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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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 ). 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
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Re: Fluid Dynamics for lower editions
[Re: EvilSOB]
#278273
07/12/09 21:44
07/12/09 21:44
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Joined: Dec 2008
Posts: 528 Wagga, Australia
the_mehmaster
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[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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