Show HN: Lunar lander-type game with computational fluid dynamics
61–70 of 130 posts
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#62Author 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…
Spirits can basically be described as Lemmings with fluid mechanics. https://store.steampowered.com/app/210170/Spirits/
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#63Very 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
#64Does not work in Firefox 60.2.0esr. Worked fine in Chromium (10004 Points, died once).
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#65Author 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…
Falling sand/powder games use particle physics for simulating the behavior of liquids: https://en.wikipedia.org/wiki/Falling-sand_game
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#66Very 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
For the sake of optics I use wrong boundary conditions for the colored part of the fluid (transport equation).
The right solution would be to copy the density[]-grids and apply the wrong boundary conditions on them and then draw the image with it.
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#67Author 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
#68It would be nice to have a vertical speed indication in the ship or nearby. Perhaps some semaphore like lights in the bottom of the ship. It's difficult to look simultaneously at the ship position and the speed indicator. Also, sometimes adding an official name for each map somehow make the game look better. Nice game, I must try again because I lost all my ships in the "volcano" level. Edit: Putting the light to sho…
Thanks for the tips. There are always ways to improve the gameplay. I had still 2-3kB left at the end. When I designed the buildings I thought actually about "Save New York" on the C64. https://www.youtube.com/watch?v=ZMUvi6UIV3w
"pad 5 please"
Re: Show HN: Lunar lander-type game with computational fluid dynamics
#69Re: Show HN: Lunar lander-type game with computational fluid dynamics
#70Am 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.