6 comments

  • amelius 9 minutes ago
    Did they test if it satisfies the relevant conservation laws?
  • Stevvo 17 minutes ago
    For anyone wanting to dive further, Fluid Simulation for Computer Graphics by Robert Bridson is the definitive textbook.
  • myzek 3 days ago
    So once upon a time I stumbled upon simulating fluids in gamedev and I really wanted to learn how it works. Fast forward 2 months and I decided to write down everything I learned to hopefully make it easier for others in the future!
    • magicalhippo 3 days ago
      Fluid sims are just so darn fun! Nice writeup, very accessible.

      Couple of notes, I think you forgot to apply timestep when adding rocket exhaust velocity, pretty sure it should be

        u[idx] += backward.x * flame_velocity_amount * falloff * delta
        v[idx] += backward.y * flame_velocity_amount * falloff * delta
      
      You need to compensate by scaling up flame_velocity_amount, I used 85, seemed about the same.
      • myzek 3 days ago
        Yeah it seems I missed that, adding the rocket at the end was a cherry on the top and I was so exhausted already I'm surprised it even works lol
        • magicalhippo 2 days ago
          It made it very fun to play with though :D
    • nick__m 53 minutes ago
      excellent article, great vulgarisation and human written !

      Thank you

  • frankdlc222 3 days ago
    This is really cool. I love how much detail you went into explaining the setup and walking through each piece of the simulation. Definitely bookmarking this to play around with later!
  • analog8374 23 minutes ago
    Oh don't let us pinch zoom. That would be a disaster.
  • nryoo 53 minutes ago
    [flagged]