Author Topic: GDC12 Insomniac Games: Fluids Techniques  (Read 3917 times)

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Stefan

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GDC12 Insomniac Games: Fluids Techniques
« on: March 29, 2012, 07:25:07 PM »
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#GDC12 Jim Van Verth: Fluids Techniques

This talk was part of the all-day Physics for Game Programmers tutorial. In it was discussed three different methods for handling fluids in games. First, the Navier-Stokes equations for fluid dynamics were presented and broken down into its component parts. Then two methods that use Navier-Stokes as a basis were shown. The first is a grid-based system such as that used in Little Big Planet. The second is a particle-based system. The final method shown is not based directly on Navier-Stokes, but approximates the surface of water, and that’s the R2O system created at Insomniac by Mike Day.

Background assumed: Multivariable calculus would help (particularly calculus of vector fields), but it’s not necessary. Similarly an understanding of Fourier transforms and frequency space would help as well

GDC2012_JMV_Fluids.pdf

FYI: Insomniac Games is the developer of the popular Playstation games "Spyro" and "Ratchet & Clank".