kotsoft
unread,Sep 7, 2008, 1:03:01 PM9/7/08Sign in to reply to author
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to Falling Sand Games Development
Hi everybody. I'm 17, and I know java, c# and actionscript. I've done
a lot of experiments with different kinds of physics.
I read another post about using particles. I think that as computers
are getting faster, we can use particles instead of the old way of
doing it. I've experimented a lot with smoothed particle
hydrodynamics, which are really accurate, but we can also go with
simple circle circle collisions, which would be a lot faster. So this
is a sort of middle ground between the current sand algorithm and
smoothed particle hydrodynamics.
Some of you have also suggested adding wind and pressure. Due to the
limitations of the cpu, the powder game uses a very low resolution
fluid simulation. So i think we should do that on the gpu. We may be
able to beat powder game because he treats all the particles as having
the same mass as the air, so water feels really light. I've done some
research extending Jos Stam's paper for variable viscosity,
viscoelastic, and variable density, and compressible simulations for
explosions.
So:
Multithreaded particle physics on cpu
Air simulation on the gpu