Categories: NVIDIA PhysX, Video Games Tags: dark void, fluid, gpu, particle, physx, smoke
Categories: GPU Computing, Game Development, Microsoft DirectX, Programming Tags: directcompute, fluid, gpu computing, navier-stokes, physics, simulation
Categories: GPU, NVIDIA PhysX Tags: fermi, fluid, NVIDIA, physx, simulation particle, sph
Categories: NVIDIA PhysX, tech demo Tags: devil, fluid, ogre, physx, simulation
Categories: GPU, NVIDIA CUDA, NVIDIA PhysX Tags: apex, cuda, fluid, gpu, NVIDIA, particle, physics, simulation
Practical Fluid Dynamics: Part 2
Following up his popular recent article, Neversoft co-founder Mick West explains the technical details – including source code – of creating dynamic fluid systems such as smoke for video games.
Read the part 2 HERE.

Categories: Programming Tags: dynamics, fluid, gamedev, graphics programming, simulation game development, smoke
Practical Fluid Dynamics: Part 1
In this technical article originally printed in Game Developer magazine, Neversoft co-founder Mick West looks at how to efficiently implement fluid effects – from smoke to water and beyond – in video games, with example code.
Read the part 1 HERE.

Categories: Programming Tags: dynamics, fluid, game development, gamedev, graphics programming, smoke, water











