Hey everyone, here is a Fluid Sim I made in python. I am still researching how fluid sims work and how to implement them.
My goal with this project is to implement a way to bake a Fluid simulated flow map in UE4 for more realistic water movement in games.
this same system should also be used to make a 3D flowmap of a game environment for more realistic wind effects/behavior based on object occlusion (wind Tunneling effect).
Here is a video showing my WIP Fluid Sim:
https://youtu.be/0ZpTE-Jhx_A
Replies
https://www.youtube.com/watch?v=alhpH6ECFvQ
For the navier stokes formula and explanation:
https://books.google.nl/books?hl=nl&lr=&id=BZnvCAAAQBAJ&oi=fnd&pg=PR5&dq=computational+fluid+dynamics&ots=HdzjIoVKw5&sig=oq1QN43Aac8rXvdlt9GAgf8kcXo#v=onepage&q&f=false
there are also a playlist explaining the Navier Stokes formula:
https://www.youtube.com/watch?v=JH3l-NliCkM&list=RDQM2paltGDPx8Y&start_radio=1
I am working on getting the navier stokes formula implemented in UE4 first, after which I want to try to make it possible to only simulate part of it and temporally construct the complete simulation (this would save a lot of performance).
I will definitely be checking that out and thanks for the headsup about the bugs.
I will see what I can do with it!
There are possibly also a lot of siggraph and GDC talks about this formula and its implementation in specific scenario's.
I haven't been looking into those yet, but I am certain there will be enough to find.