Fantastic game! Can anyone recommend any books/courses on how to make simulations/games like this?
https://github.com/s-macke/Interplanetary-Postal-Service/#fl...
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Fantastic game! Can anyone recommend any books/courses on how to make simulations/games like this?
https://github.com/s-macke/Interplanetary-Postal-Service/#fl...
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
Good fun, otherwise.
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.
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!
I had a blast and really enjoyed the game. :)
I would recommend that in a future version the craft is actually rotated by the "air" too for extra challenge, perhaps having rockets that rotate left and right and make the downward facing rocket more powerful to compensate.
Fantastic game! Can anyone recommend any books/courses on how to make simulations/games like this?
Particle-based methods like Smoothed Particle Hydrodynamics (SPH) are simpler to implement and are more intuitive than grid-based methods, but they're also harder to analyze mathematically. SPH is the method used by PixelJunk Shooter. "Fluid Simulation for Video Games" by Michael Gourlay is mostly about a different fluid technique (vortons), but does include SPH. [2]
[1]: https://www.cs.ubc.ca/~rbridson/fluidsimulation/
[2]: https://software.intel.com/en-us/articles/fluid-simulation-f...
Author 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…
Author 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…
It also seems like the physics is off. Like you're flying through molasses. There's just a lot of damping.
Finally, I think it would be more fun if the rotated the ship for thrust vector control, instead of triggering lateral thrusters with no torque.
Author 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…
Can't remember the name...