Navier-Stokes fluid simulation explained with Godot game engine
11–20 of 36 posts
Re: Navier-Stokes fluid simulation explained with Godot game engine
#12Oh don't let us pinch zoom. That would be a disaster.
Re: Navier-Stokes fluid simulation explained with Godot game engine
#13Re: Navier-Stokes fluid simulation explained with Godot game engine
#14Did they test if it satisfies the relevant conservation laws?
Re: Navier-Stokes fluid simulation explained with Godot game engine
#15So 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!
Re: Navier-Stokes fluid simulation explained with Godot game engine
#16Re: Navier-Stokes fluid simulation explained with Godot game engine
#17Re: Navier-Stokes fluid simulation explained with Godot game engine
#18Did they test if it satisfies the relevant conservation laws?
It won’t satisfy those laws. It’s also not a goal though of this post.
Re: Navier-Stokes fluid simulation explained with Godot game engine
#19That'll perform even worse though, hopefully my CPU can handle it or I'm gonna need a lot of leftover time to make a shader
Re: Navier-Stokes fluid simulation explained with Godot game engine
#20Earlier quoted context omitted.
It won’t satisfy those laws. It’s also not a goal though of this post.
I mean if you're writing a ray tracer and the reflected light has more intensity than the light sources, then that's not desired. You can have the same sort of thing going on with a fluid simulation.