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Added a small fluid sim to my engine today, Written in C and raylib, Code mostly from
28,634 görüntüleme • 1 yıl önce •via X (Twitter)
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really cool, thanks for sharing the article!

Do you know how fast the sim is if you don't render? Would help calibrate for rl

haven't tried that, the fluid grid is only 160x90 and i'm only rendering rects when they're active

Hey, have you played around with doing this in 3D? I was trying to do some fluid sim work before but ran into math problems with boundary conditions and was too lazy to bone up on the differential equation approximation stuff to fix it

this might help, it accounts for the 3rd dimension (haven't tried it out myself),

Thanks man! I think I actually got that amount working, but my problem is that I wanted to drop huge blocks of rock into the fluid or remove them, and it screwed up the sim when I did that.. I need to put on my thinking cap Or maybe slip a math genius $20 to figure it out..

wow based!

lovely

Navier-Stokes ftw

Beautiful

so sick

Ridiculously cool!

Interesting. Why you move from rust and bevy, I remember you started with it?
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Just a small little funny thing i ported from blender If you know how to code in unreal engine 4 help would be very appreciated (:
Super Mario 64: ReRendered
29,373 görüntüleme • 7 ay önce
