YOU.
Tell me everything you know about building a physics engine for fluid simulation.
YOU.
Tell me everything you know about building a physics engine for fluid simulation.
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quaternions
Simulate my dick, nigga
I'll stimulate your prostate if you don't stop being such a queer
Y'all niggers don't even Navier–Stokes
It's just solving PDEs, particularly Navier-Stokes , but since that doesn't have analytical solutions, it requires numerical methods to find approximations, and according wikipedia, finite volume methods are commonly used
en.wikipedia.org
en.wikipedia.org
I know it's an unsolved problem. We can't even get realistic simulations for all fluids yet (we're actually getting kind of close now).
They still can't get hypersonic flight working, so I'm guessing their simulations aren't very accurate if they think their x-planes will work and they don't.
Although that probably involves issues simulating combustion, so those simulations would require fluid dynamics and molecular dynamics combined.
yall niggas dont even know about Texture Distortion
catlikecoding.com
No
get read to get banned from Zig Forums OP. only because you showed an interest in anything Zig Forums related.
mods are cucks. fuck the mods!
I should have filed this question under Tech Questions General #25 - Subsection QTDDTOT #5402 - Subsection Simulations #3
Sure but first I'll need to see some cuts. Make them deep.
I've read you can use cellular automaton-based approaches
If it's something that doesn't need actual flow and volume simulation (eg. just going for visuals), don't do it.
Just pre-render extremely high quality animated textures instead.
For example (pre-rendered waves):
youtube.com
Which is from:
forum.unity.com
That doesn't look good though.
Can get better results with some hand-made textures and subtle blending/displacement layers.
Something something voxels something.
Fuck I donno. What do you know?
Particle Mesh Ewald
Bump.
What are some new features that one could fundamentally implement in a physics engine in order to increase efficiency where other physics engines are too far in development to correct now?
For example, is there a particular way of representing objects or storing them that has superseded efficiency of prior implementations?
Simulate n balls with radius m where n approaches infinity and m approaches 0.
video related
Explain this.
what about viscosity?
What about compressibility, cohesion, and non-newtonian viscosity?