This is great! I made it all the way to 8, but couldn't win :) I like the idea of having to examine wind streams to plot your way through the map. This is an awesome tech demo, would be keen to see something more polished & fleshed-out.
Show HN: Lunar lander-type game with computational fluid dynamics
11–20 of 130 posts
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#12Has anyone made fluid dynamics sailing game yet?
You would need only two controls, trim and rudder (direction instead rudder might be easier to comprehend). Wrong trim and point of sail could broache or even capsize the boat. Oh, and you could add not just the winds but the sea currents and waves also.
Now I'm salivating.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#13Earlier quoted context omitted.
Really cool stuff! Both technically and on the game design side > Does someone know more games then the two I mentioned in the README (Plasma Pong and Pixeljunk Shooter) with more or less realistic fluid dynamics? A friend of mine, Thomas ten Cate, tried but eventually shelved a project to make a fluid-dynamics based game tha he called Archimedes [0]. Before he moved on to other projects he blogged about it[1]. Does…
Well, only the games/projects count which I would add to the readme. And sorry, I have to say no here.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#14Very nice. Has anyone made fluid dynamics sailing game yet? You would need only two controls, trim and rudder (direction instead rudder might be easier to comprehend). Wrong trim and point of sail could broache or even capsize the boat. Oh, and you could add not just the winds but the sea currents and waves also. Now I'm salivating.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#15Awesome! I encourage you to add it to the science-based games list https://github.com/stared/science-based-games-list
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#16A hardcore mode would be rotating the ship instead of it always staying upright—like in Atari's version: http://moonlander.seb.ly/
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#17Very nice. Has anyone made fluid dynamics sailing game yet? You would need only two controls, trim and rudder (direction instead rudder might be easier to comprehend). Wrong trim and point of sail could broache or even capsize the boat. Oh, and you could add not just the winds but the sea currents and waves also. Now I'm salivating.
I suspect 3D fluid dynamics gets a lot slower a lot more quickly
You would have 3 separate 2d layers for wind, sea currents and then wave layer. The waves don't have to follow the wind, but they they could have specular reflection from the land. It would make sailing in complex archipelago or narrow choke points more realistic.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#18Can you explain the expf_fast function?
https://github.com/s-macke/Interplanetary-Postal-Service/blo...
I guess you can read an explanation on a similar problem here: https://en.wikipedia.org/wiki/Fast_inverse_square_root
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#19Re: Show HN: Lunar lander-type game with computational fluid dynamics
#20Very nice. Has anyone made fluid dynamics sailing game yet? You would need only two controls, trim and rudder (direction instead rudder might be easier to comprehend). Wrong trim and point of sail could broache or even capsize the boat. Oh, and you could add not just the winds but the sea currents and waves also. Now I'm salivating.