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Author Topic: Fluid Simulation for Video Games (Part 8)  (Read 1041 times)

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Stefan

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Fluid Simulation for Video Games (Part 8)
« on: November 18, 2010, 05:19:28 PM »

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This article, the eighth in a series, explains how a vortex-based fluid simulation handles variable density in a fluid.
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This article introduces features to the simulations presented in previous articles: The fluid flow includes motion because of buoyancy-heavier fluid sinks, and lighter fluid rises. These new features facilitate visual effects with effects of variable density or (with additional rendering work) multiple fluids, such liquid-gas mixtures like water and air. It also lays the groundwork for upcoming features like thermal convection (hot air rises) and combustion (generating heat from chemical processes).
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