Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/20/24 20:05
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (Grant, dr_panther, AndrewAMD), 1,379 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 4 of 9 1 2 3 4 5 6 7 8 9
Re: Fluid Dynamics for lower editions [Re: VeT] #277191
07/08/09 09:04
07/08/09 09:04
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline OP
User
the_mehmaster  Offline OP
User

Joined: Dec 2008
Posts: 528
Wagga, Australia
You can change the 'viscosity' value if you like. In line 24.
evilSOB, you made this so simple! very user-friendly.

Last edited by the_mehmaster; 07/08/09 09:09.
Re: Fluid Dynamics for lower editions [Re: the_mehmaster] #277193
07/08/09 09:14
07/08/09 09:14
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline

Serious User
VeT  Offline

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
Yes, but i mean about fps-independent feature... i think, there is a trouble, in the evening i'll send you video


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] #277198
07/08/09 09:28
07/08/09 09:28
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
I think Vet is right, the fps-independance is a bit of a "fudge" ATM.
Im going to have another look at it shortly, just NEED coffee first.

Glad its user-friendly, thats something I take pride in...

Also guys, I think we may need to change the "name" of the viscosity define.
Because if the terrain size IN QUANTS is small, the viscosity needs to be small to simulate a small body of water.
But when the terrain size is large IN QUANTS, but has the same number of wertices as the small one,
then you need to set the viscosity high to simulate a large body of water.

So maybe "viscosity_scale" or something? Any ideas...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Fluid Dynamics for lower editions [Re: EvilSOB] #277201
07/08/09 09:36
07/08/09 09:36
Joined: Dec 2008
Posts: 528
Wagga, Australia
the_mehmaster Offline OP
User
the_mehmaster  Offline OP
User

Joined: Dec 2008
Posts: 528
Wagga, Australia
Quote:
viscosity_scale

That would be perfect.

Re: Fluid Dynamics for lower editions [Re: EvilSOB] #277202
07/08/09 09:39
07/08/09 09:39
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline

Serious User
VeT  Offline

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
hmm... i dont think so: for example, user throw brick into the large lake and into the small lake... so, velocity may be the same

No, you're right: if large terrain has the same number of vertices, as the small one, looking you really need to scale velocity


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] #277204
07/08/09 09:52
07/08/09 09:52
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
My thoughts exactly.
To my aging mind, the "velocity scale" and a fluids "viscosity" will be directly related to one another.
So my "viscosity_scale" allows the programmer to "tweak" those values at the same time.
A higher viscosity_scale means that either the terrain is a large body of "water",
or a small body of a "thicker" fluid.

Would you guys agree with this? Play with the viscosity value with what Ive already posted to see what I mean if need be.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Fluid Dynamics for lower editions [Re: EvilSOB] #277205
07/08/09 09:57
07/08/09 09:57
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline

Serious User
VeT  Offline

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
"tweak" is good, but i dont think that its good in this case smile

I think, that you may find distance between 2 vertexes and count viscosity_scale automatically

For example, if dist_between_vertexes = 1 Quant, then viscosity_scale = 1,
if dist_between_vertexes = 2 Quants, then viscosity_scale = 0.5,
if dist_between_vertexes = 0.5 Quant, then viscosity_scale = 2

Something like this


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] #277214
07/08/09 10:41
07/08/09 10:41
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Sorry, but I think that would be bad.
FI, what if you have a level where one quant has a "game" scale of one inch,
then another level/game where the game-scale is one quant = one foot.
It would look awful.
Its got to be up to the level designer to decide on the "viscosity_scale" that
"matches" both the game-scale of the level, and the "type" of fluid being represented.

[EDIT] Getting this thing frame-rate independant is being a real bastard!


Last edited by EvilSOB; 07/08/09 10:46. Reason: footnote

"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Fluid Dynamics for lower editions [Re: EvilSOB] #277216
07/08/09 11:18
07/08/09 11:18
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline

Serious User
VeT  Offline

Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
Hm.. what about this variant: if designer set viscosity_scale = 0, then it is counted aitomatically, and if != 0, then engine would use that value? smile


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] #277219
07/08/09 11:52
07/08/09 11:52
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Ill keep it in mind, cause I dont think it really makes any difference, after thinking about it.
After all, the viscosity_scale calculation will take place at the start of the action anyway,
and IF the entity is being created by ent_create, then the calculation will be completed by
the time the calling function over-writes it with a hard-coded value anyway.

I'll have to get back to you on this later though, cause the time_scaling is being a real
bastard, and the viscosity_scale will piggy-back off that when its done.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Page 4 of 9 1 2 3 4 5 6 7 8 9

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1