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Navier-Stokes fluid simulation explained with Godot game engine

(myzopotamia.dev)

If you haven't tried Animal Well, give it a shot. The whole game and its custom engine are like 35MB and it's filled with really cool visuals and physics powered by fluid equations.

https://store.steampowered.com/app/813230/ANIMAL_WELL/

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This is great! When I have some leftover time I want to try copying this implementation for 3D. I reckon I could get away with minimal modifications to support the third axis...I think...

That'll perform even worse though, hopefully my CPU can handle it or I'm gonna need a lot of leftover time to make a shader

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The unlinked Jos Stam paper is available from his website https://www.dgp.toronto.edu/public_user/stam/reality/Researc...
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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!
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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.
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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
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It made it very fun to play with though :D
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Great job. I have spent a lot of time working on fluid simulations (I still am). Glad to see more people still mesmerized. If you’re interested, this rabbit hole goes very deep.
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excellent article, great vulgarisation and human written !

Thank you

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For anyone wanting to dive further, Fluid Simulation for Computer Graphics by Robert Bridson is the definitive textbook.
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Did they test if it satisfies the relevant conservation laws?
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It won’t satisfy those laws. It’s also not a goal though of this post.
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I mean if you're writing a ray tracer and the reflected light has more intensity than the light sources, then that's not desired. You can have the same sort of thing going on with a fluid simulation.
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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!
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Oh don't let us pinch zoom. That would be a disaster.
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Assuming you mean the site - pinch zoom & pan works for me on Windows and iOS?
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well android chrome doesn't
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[flagged]
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