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Navier-Stokes fluid simulation explained with Godot game engine

myzopotamia.dev

11–20 of 36 posts

Re: Navier-Stokes fluid simulation explained with Godot game engine

#15
post #2

So 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!

Great job. I have spent a lot of time working on fluid simulations (I still am). Glad to see more people still mesmerized. If you’re interested, this rabbit hole goes very deep.

Re: Navier-Stokes fluid simulation explained with Godot game engine

#18
post #11

Did 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.

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.

Re: Navier-Stokes fluid simulation explained with Godot game engine

#19
This is great! When I have some leftover time I want to try copying this implementation for 3D. I reckon I could get away with minimal modifications to support the third axis...I think...

That'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

#20
post #18

Earlier 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.

One of the nice aspects of Stable Fluids is that you don't need to iterate the pressure correction terms to convergence. Just run a fixed number of Jacobi or Gauss-Seidel sweeps and keep performance consistent. The only drawback of this is some mass loss in areas, which for the present purposes is acceptable.
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