Can you explain the expf_fast function?
Show HN: Lunar lander-type game with computational fluid dynamics
21–30 of 130 posts
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#22Genuinely interesting as a game, there's potential for interesting level designs. A 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
#23Re: Show HN: Lunar lander-type game with computational fluid dynamics
#24Cool! Can it run faster? This might need more roomy levels and stronger thrust, but faster speed would mean more feedback for a better feel of the physics.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#25Any tips of what am I doing wrong?
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#26Cool! Can it run faster? This might need more roomy levels and stronger thrust, but faster speed would mean more feedback for a better feel of the physics.
On my computer the game runs at 40 FPS. So there is still room and I can increase the timestep if you want. This game simulates the Navier-Stokes equation on a grid of the size 256x128. Four times the size would already reduce the game to 10FPS or even more. Of course you can try to rewrite it to run on the GPU. An alternative would be to use so called Smoothed Particle Hydrodynamics. This is particle and not grid ba…
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#27One of my favourite games growing up was Thrust on the BBC Model B. Had directional velocity and towing mechanics, which was pretty good for the time.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#28I just keep exploding no matter how slowly I reach the landing pad :( Any tips of what am I doing wrong?
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#29Very 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
Two 2-d planes, one for current and one for wind, and a bit of creative fakery to model sail and keel dynamics.
This could play nicely with some tuning.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#30Cool! Can it run faster? This might need more roomy levels and stronger thrust, but faster speed would mean more feedback for a better feel of the physics.
On my computer the game runs at 40 FPS. So there is still room and I can increase the timestep if you want. This game simulates the Navier-Stokes equation on a grid of the size 256x128. Four times the size would already reduce the game to 10FPS or even more. Of course you can try to rewrite it to run on the GPU. An alternative would be to use so called Smoothed Particle Hydrodynamics. This is particle and not grid ba…