Project 130: Computational Fluid Dynamics

I have made significant progress on my Fluid Dynamics simulation. I have managed to get a metablob implemenation of this rendering in T3D. I had some issues with the normals being reversed, but I fixed this by reversing the order in which the verts were added to the index buffer in T3D. It is not animated yet, but the hard work seems to be done. This was very difficult, and getting to this concept stage was a lot of work.

The next step is to animated the metaballs, and then implement some kind of gravity system to make them behave like water droplets. Then comes the really difficult part, which will be to optimise the system so that I can draw enough metaballs to properly simulate a fluid flow. As I mentioned in the previous post on this subject, I do not realistically intend to create a large "body" of water, this would be far too computationally intensive to render in real time, but I am hoping to create a flow of rushing water, or liquid, as it would behave when flowing through a tunnel for example. I could also do many other interesting things with this concept, so it will be exciting to see where I can take this.

 

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