Welcomes and Goodbyes

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inferno

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Sep 2, 2008, 9:53:11 PM9/2/08
to Falling Sand Games Development
Welcome to FSG-Dev. Be sure to say your hellos and goodbyes in this
thread AND THIS THREAD ONLY.

inferno

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Sep 2, 2008, 9:54:17 PM9/2/08
to Falling Sand Games Development
I'm inferno, owner of this group and moderator at the FSG Forums. I'm
16, know C/++, and have made about three sand games: BlitzSand,
infernoSand, and NgSand.

tehCheese

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Sep 2, 2008, 9:59:44 PM9/2/08
to Falling Sand Games Development
I'm tehCheese, and have also made 3 sand games: tehSand, Faster Than
Your Sand, and NgSand. I'm 14, and a moderator on this group... So
don't piss me off. Lol, jk.

madk

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Sep 3, 2008, 6:49:09 AM9/3/08
to Falling Sand Games Development
I'm madk, known for the creation of QuickSand. I'm curently working on
QS fr my main project, but at the moment, I'm also working on a side
project MultiSand to test FSG multithreading concepts. I also have a
dormant project, MadSand, and lastly a sand game that is totally
unworthy to be called a sand game, ElectroSand. I'm a sophmore in high
school, I have a knack for math, and I love to write programs. I'm
also quite lazy, and you may be able to tell just by all the keystroke
saving mod features I try to put in QuickSand.

BTW: I like what you did with the forum skin.

tehCheese

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Sep 7, 2008, 10:38:15 AM9/7/08
to Falling Sand Games Development
Also, I would like to welcome kotsoft, someone who is very proficient
at writing fluid based physics simulations. I was the one who sent you
the invite.

kotsoft

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Sep 7, 2008, 1:03:01 PM9/7/08
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

tehCheese

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Sep 7, 2008, 9:58:44 PM9/7/08
to Falling Sand Games Development
Create a new topic discussing the basics of fluid simulators. I am
also interested in the little Verlet physics engine you wrote. I'm
currently working on one myself.
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