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Show HN: Lunar lander-type game with computational fluid dynamics

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Re: Show HN: Lunar lander-type game with computational fluid dynamics

#111
post #90
post #11

Earlier quoted context omitted.

There is a trick in level 7. You have to do something counterintuitive.

Ok, I'll bite, what? I just do the obvious, drop fast from left to right. That way you can cross without being forced off the top of the screen.

Ok, then the obvious solution is my counterintuitive one. You have to cross where the wind is the strongest at the bottom. As fast as possible of course.

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#112
post #92

Very cool and great use of webassembly. Bug report: if you get low enough in the last level and thrust upwards, the black smoke somehow mixes with the purple smoke outputs and they start instead covering the screen in black smoke. https://i.imgur.com/vHOrBWm.png

I also had problem with the last level - on the several attempts I had left, after about 10 seconds the sim would seem to bug out and it looked like there was a very, very strong wind along the bottom, which looked like it was friction-pulling the rest of the play area so that everything was blowing fast to the left, leaving it (apparently) unplayable. Good fun, otherwise.

Damn. I thought I have solved this issue. But why does it work for most other players?

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#113
post #80
post #15

Earlier quoted context omitted.

Thanks stared. I forked the repository and will make a pull request. Also I have seen your quantum game project.

Added! Nice to hear that, BTW. For this game - any idea to expand it? I finished 8 levels in one go, and it seems that there is a lot of potential for even more challenging currents, whirlpools, floating pieces, etc. (Side note: mechanic-wise this game reminds me of UGH!: https://classicreload.com/ugh.html )

I definitely have too many projects to tell you for sure. Just look at the two sites [1] [2] and you know what I mean. I have as many projects in the backlog as you can see on these 2 pages. And actually I don't want to concentrate on one. The motivation changes about every month, because I do this in my spare time. And from time to time a project has a status where I can publish it.

So at the moment my motivation for this game is to add more realistic physics for the ship (turns instead of right and left) and a level editor to learn Vue. Then just look at the other comments. You see a lot of great ideas.

But building a 13k game next year based on the Voxel Space Engine is also in my head :-)

[1] https://simulationcorner.net/

[2] https://github.com/s-macke/

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#114
post #48

Am I the only one experiencing a game-breaking bug/behavior? The D thrust gets stuck on if you press it once, and randomly the W comes on and gets stuck too. Also, after the first ship, every additional ship starts with W and D thrusts on, permanently.

I had a similar issue with FF. IT looks like the canvas kept losing focus and FF was interpreting the letter keys as search terms sometimes. I believe when it looses focus with the keydown caused the sticking issue.

No issues in Chrome.

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#115
post #94

Awesome! Couldn't win yet, but I'll keep trying :) On a more technical note, I wonder if you could use a Lattice-Boltzman-based flow simulation instead of classical CFD. Could be faster depending on "grid" size. Great, great job!

Not sure. Can you point me to a basic implementation in Javascript, C or Fortran?

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#117
Very cool :-)

Regarding usability: I keep getting confused by the controls: indicating where you want to go vs which thruster to use. Back in yonder days I used to play Lunar Lander on Windows (https://en.wikipedia.org/wiki/Lunar_Lander_(video_game_genre...) but there the controls indicate which rocket you're firing: down for going up, left for going right, etc.

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#120
post #100

Earlier quoted context omitted.

I remember a DOS (or early Windows) game like this. A top-down, 2D game for two players or 1 + CPU. There were no obstacles, but every time you moved through the background fluid, more fluid was created in your colour (purple / pink), and you could envelop the enemy player by 'swooshing' it around over them. Can't remember the name...

Was it Ichor[1][2]? A bit later than the "early Windows" days I think (I remember hearing about it around 2007), but it also matches your description and it was the first thing I thought of after playing the game in the post [1] https://www.youtube.com/watch?v=9MGoyAiPQog [2] https://www.fun-motion.com/physics-games/ichor/

I love Ichor!

Back in 2013 I e-mailed the original developers with some WebGL fluid dynamics demos, and asked if they'd be interested in porting Ichor to WebGL, and they were, but it died down soon after.

The Ichor source is on GitHub as well, although it doesn't have a license.

https://github.com/luqui/ichor

It would be so awesome to have this game ported to WebGL, or even just to GPU in general.

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