#FluidSimulation

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

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.

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 ๐Ÿ˜…

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 ๐Ÿ˜… 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)

Tesla Mechanical Designsteslamechanicaldesigns
2026-01-07

Predict Performance & Optimize Design with CFD ๐ŸŒŠ๐Ÿ”ฅ

At Tesla Mechanical Designs, our Computational Fluid Dynamics (CFD) services empower you to visualize the invisible. From optimizing airflow in HVAC systems to predicting thermal loads in electronics, our fluid simulation services provide the critical insights you need to build better products faster.

Visit: teslamechanicaldesigns.com/com

, , , , ,

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

I'm working on the generation of the mesh to render the #FluidSimulation. It's a bit weird with this debug material, but very useful during development. Also, I can now run the simulation in the #Godot editor which is very handy.

Each square is a voxel of liquid (1 meter per 1 meter).

Next step will be the water material (I do not plan to achieve anything photo-realistic, but at least something translucent, with animated ripples, following the flow speed, and maybe some foam)

#gamedev

I've implemented the new ideas, and the #FluidSimulation works much better now โ˜บ๏ธ

Arguably, it looked interesting before too, but the result was unpredictable, and completely different before/after a flood.

The new version produces a much more reasonable river bed after the flood. It does leave a few puddles here and there, but that's not a problem, I can add an evaporation system to make them go away after some time.

Here is the result in the #FluidSimulation. And it creates quite a mess. I'm really not satisfied.

My next idea is a "reshape" algorithm, that will find the shortest path from input to output (also favoring lower altitude), and then spread that path as much as required to get the desired thickness. However this could become costly for big slices. I'll see how it goes.

So, I finished making my fluid sim gift on ESP32!

corteximplant.com/@zeyus/11409

Please excuse my nails, I was literally working with bitumen and managed to clean it off my hands, but it started to hurt scrubbing

Sorce code (including 3d printed case design): git.cyberwa.re/zeyus/FLIP-ESP3

@seali

#esp32 #flipfluids #fluidsim #fluidsimulation #3dprint #oled #ssd1306 #imu #mpu #electronics #embeddedsystems #embedded #arduino

Codropscodrops
2025-02-26

When matsuoka-601 dropped his WebGPU fluid simulation demos, they left everyone in aweโ€”pushing the limits of what's possible in the browser with breathtaking realism and incredible performance. ๐Ÿ’ฆ

Now, he's been kind enough to take us behind the scenes, breaking down the magic behind the mesmerizing waves, high-performance physics, and real-time rendering!

Read it here: tympanus.net/codrops/2025/02/2

Stefan SchollStefan_S_from_H
2024-06-16
Stefan SchollStefan_S_from_H
2024-06-14

No idea what title I should give this animation when it's ready.

2024-01-12

Genuary Prompt 12: Lava Lamp.

My Fluid Sim code.

#genuary2024 #genuary #genuary12 #fluidsimulation

2023-10-31

Last one of this Theme!

It really glows up when mixing, further!
Full-Length musical Version: youtu.be/e-phXIq0FNE

Fluid Simulation was a tough one to crack, but I love were I got with it!

What Theme have my Patrons chosen next for me? ๐Ÿ‘€

#fluidsimulation #codeart #mastoart

2023-10-30

Partly open circular Obstacle

#codeart #mastoart #fluidsimulation

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