Navier-Stokes fluid simulation explained with Godot game engine
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Re: Navier-Stokes fluid simulation explained with Godot game engine
#2Re: Navier-Stokes fluid simulation explained with Godot game engine
#3Re: Navier-Stokes fluid simulation explained with Godot game engine
#4So once upon a time I stumbled upon simulating fluids in gamedev and I really wanted to learn how it works. Fast forward 2 months and I decided to write down everything I learned to hopefully make it easier for others in the future!
Couple of notes, I think you forgot to apply timestep when adding rocket exhaust velocity, pretty sure it should be
u[idx] += backward.x * flame_velocity_amount * falloff * delta
v[idx] += backward.y * flame_velocity_amount * falloff * delta
You need to compensate by scaling up flame_velocity_amount, I used 85, seemed about the same.Re: Navier-Stokes fluid simulation explained with Godot game engine
#5So once upon a time I stumbled upon simulating fluids in gamedev and I really wanted to learn how it works. Fast forward 2 months and I decided to write down everything I learned to hopefully make it easier for others in the future!
Fluid sims are just so darn fun! Nice writeup, very accessible. Couple of notes, I think you forgot to apply timestep when adding rocket exhaust velocity, pretty sure it should be u[idx] += backward.x * flame_velocity_amount * falloff * delta v[idx] += backward.y * flame_velocity_amount * falloff * delta You need to compensate by scaling up flame_velocity_amount, I used 85, seemed about the same.
Re: Navier-Stokes fluid simulation explained with Godot game engine
#6Earlier quoted context omitted.
Fluid sims are just so darn fun! Nice writeup, very accessible. Couple of notes, I think you forgot to apply timestep when adding rocket exhaust velocity, pretty sure it should be u[idx] += backward.x * flame_velocity_amount * falloff * delta v[idx] += backward.y * flame_velocity_amount * falloff * delta You need to compensate by scaling up flame_velocity_amount, I used 85, seemed about the same.
Yeah it seems I missed that, adding the rocket at the end was a cherry on the top and I was so exhausted already I'm surprised it even works lol
Re: Navier-Stokes fluid simulation explained with Godot game engine
#7The 2001 Fedkiw/Stam/Jensen "Visual Simulation of Smoke" paper added it back as a correction force for exactly this reason. At N=16 it doesn't matter much because the grid itself can't represent fine vortices, but the moment you crank N up the missing confinement becomes visible.
Re: Navier-Stokes fluid simulation explained with Godot game engine
#8So once upon a time I stumbled upon simulating fluids in gamedev and I really wanted to learn how it works. Fast forward 2 months and I decided to write down everything I learned to hopefully make it easier for others in the future!
Thank you