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Show HN: Lunar lander-type game with computational fluid dynamics

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Re: Show HN: Lunar lander-type game with computational fluid dynamics

#92

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

I also had problem with the last level - on the several attempts I had left, after about 10 seconds the sim would seem to bug out and it looked like there was a very, very strong wind along the bottom, which looked like it was friction-pulling the rest of the play area so that everything was blowing fast to the left, leaving it (apparently) unplayable.

Good fun, otherwise.

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#93
post #48

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.

Keys get stuck for me too. Windows, Chrome 68.0.3440.106.

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#97

Fantastic game! Can anyone recommend any books/courses on how to make simulations/games like this?

"Fluid Simulation for Computer Graphics" by Robert Bridson would be my suggestion for getting started with grid-based methods. The SIGGRAPH course notes on his website are very similar to the 1st edition. [1] It's no longer the state of the art (which is probably APIC), but the new methods are all based on the same fundamentals.

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...

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#98
post #2

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…

https://www.youtube.com/watch?v=S4DlTFDI_M4

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#99
post #2

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…

This is cool! However, you know space is ... empty, right? ;-)

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.

Re: Show HN: Lunar lander-type game with computational fluid dynamics

#100
post #2

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…

I remember a DOS (or early Windows) game like this. A top-down, 2D game for two players or 1 + CPU. There were no obstacles, but every time you moved through the background fluid, more fluid was created in your colour (purple / pink), and you could envelop the enemy player by 'swooshing' it around over them.

Can't remember the name...

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