Genuinely 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/
Exactly. This is at the moment nothing more than a nice technical demonstration. Actually my initial code implemented already mechanics for rotations. But then I skipped this feature for this entry. I was afraid the game gets too hard for landing.
Show HN: Lunar lander-type game with computational fluid dynamics
51–60 of 130 posts
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#52Re: Show HN: Lunar lander-type game with computational fluid dynamics
#53you should try to decouple physics simulation from your rendering code. (i.e. pass a constant/fixed dt to your simulation step). simulation should not depend on framerate.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#54Re: Show HN: Lunar lander-type game with computational fluid dynamics
#55Am 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.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#56Earlier quoted context omitted.
The problem with higher speeds were instabilities in the numerics. So I reduced the internal time step. Never tried to increase the speed again after solving a few of those problems.
Alright :) so it's back to normal now, right? Thanks for trying!
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#57More levels please! ;-)
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#58Author here. It started as a technical demonstration for fluid dynamics in the web browser. Then I saw the js13kgames competition and the decision was made to make a game out of it. A game in which the fluid mechanic counts. The decision for the Lunar Lander genre then was quiet easy. Does someone know more games then the two I mentioned in the README (Plasma Pong and Pixeljunk Shooter) with more or less realistic fl…
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#59Also, like some people suggested, it'd be nice to have an option for running the game at a higher speed.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#60Earlier quoted context omitted.
I suspect 3D fluid dynamics gets a lot slower a lot more quickly
One could get a decent experience with "2.5D" fluid dynamics. 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.