My Innovation and Professional Development module requires each student to do some research in a specific topic and then try to find ways to improve the techniques used in it. In my case, I chose working with fluid dynamics (particles, liquids, gases, etc.), in particular I wanted to focus on 2D fluids.
The gap I saw is that there are two main different kind of real-time fluids in games: one is realistic but little interactive (mouse and screen boundaries)
The other kind of fluid is the opposite, physically interactive, but at the cost of being unrealistic:
After a long, deep and unsuccessful research, last week I finally found a piece of work that combined both realistic and interactive fluids using a newfangled technique called tall cell grids; the work is meant for 3D, but it might be helpful if the methodologies are not totally different from a flattened environment. Here's their demo:
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