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READ THIS - THIS IS THE FUTURE YOU CHOSE


File (hide): 2ba280be64fdbd5⋯.png (830.38 KB, 792x792, 1:1, 1444965221764.png) (h) (u)

[–]

 No.931653>>931663 >>931699 >>933261 >>934496 >>934497 [Watch Thread][Show All Posts]

YOU.

Tell me everything you know about building a physics engine for fluid simulation.

 No.931655

quaternions


 No.931662>>931663

Y'all niggers don't even Navier--Stokes

>>931656

>nigga

>>>/reddit//


 No.931663

>>931653 (OP)

It's just solving PDEs, particularly Navier-Stokes >>931662, but since that doesn't have analytical solutions, it requires numerical methods to find approximations, and according wikipedia, finite volume methods are commonly used

https://en.wikipedia.org/wiki/Computational_fluid_dynamics

https://en.wikipedia.org/wiki/Finite_volume_method


 No.931665>>931667

I know it's an unsolved problem. We can't even get realistic simulations for all fluids yet (we're actually getting kind of close now).


 No.931667>>931668

>>931665

They still can't get hypersonic flight working, so I'm guessing their simulations aren't very accurate if they think their x-planes will work and they don't.


 No.931668

>>931667

Although that probably involves issues simulating combustion, so those simulations would require fluid dynamics and molecular dynamics combined.


 No.931673>>931735

yall niggas dont even know about Texture Distortion

https://catlikecoding.com/unity/tutorials/flow/texture-distortion/


 No.931677

File (hide): d22028fef815e85⋯.jpg (39.16 KB, 604x604, 1:1, 5djfRQSoTtQ.jpg) (h) (u)

>>931676

I should have filed this question under Tech Questions General #25 - Subsection QTDDTOT #5402 - Subsection Simulations #3


 No.931699

>>931653 (OP)

Sure but first I'll need to see some cuts. Make them deep.


 No.931723

I've read you can use cellular automaton-based approaches


 No.931734

If it's something that doesn't need actual flow and volume simulation (eg. just going for visuals), don't do it.

Just pre-render extremely high quality animated textures instead.

For example (pre-rendered waves):

https://www.youtube.com/watch?v=L36orF8rC-M

Which is from:

https://forum.unity.com/threads/water-system-based-on-baked-fluid-simulation.504291/


 No.931735

>>931673

That doesn't look good though.

Can get better results with some hand-made textures and subtle blending/displacement layers.


 No.932288

Something something voxels something.

Fuck I donno. What do you know?


 No.933261

>>931653 (OP)

Particle Mesh Ewald


 No.934489

File (hide): 35ab0dc1f4eb151⋯.jpg (34.21 KB, 500x493, 500:493, 1478053285913.jpg) (h) (u)

Bump.

What are some new features that one could fundamentally implement in a physics engine in order to increase efficiency where other physics engines are too far in development to correct now?

For example, is there a particular way of representing objects or storing them that has superseded efficiency of prior implementations?


 No.934496>>934508 >>934524

>>931653 (OP)

Simulate n balls with radius m where n approaches infinity and m approaches 0.


 No.934497>>934507

File (hide): 7cbacf5ea2c51fb⋯.webm (7.84 MB, 640x360, 16:9, 1468880685660.webm) (h) (u) [play once] [loop]

>>931653 (OP)

video related


 No.934507

>>934497

Explain this.


 No.934508>>934524

>>934496

what about viscosity?


 No.934524

>>934496

>>934508

What about compressibility, cohesion, and non-newtonian viscosity?




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