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 Water Shifter Alpha
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ws_070720_game2.jpg

Here's a little game that's been in development for a number of years now!

I started the first implementation back in 2002 for one of the Allegro Speed Hack competitions. Since then I've re-wrote numerous versions of the particle engine and this is a product of bringing my findings back together into what I hope to be a fun and challenging game.

I've seen lots of "particle simulators", but none of them have any real purpose - basically, in this game you have pockets of water that you must direct from one location to another. When the desired amount of water reaches the location the level is won.

Each level gets harder and presents further complex challenges which require new and interesting ways to shift the water.

Anywho, for more details - check out the post on my site.

http://lightdev.wordpress.com/2007/07/20/water-shifter-update/


[Edited by - lightfoot on July 23, 2007 5:08:31 AM]


Screens look pretty cool. I remember spending time with the old Pyro sims. How many particles have you maxed it out at ( with a decent framerate )?


Looks fascinating!

Indeed there are many particle simulators, with no bigger purpose.. this one sound promising.
I'd like to test the alpha when it comes out.

Keep up the excellent work!




What does cps stands for?


Quote:
Original post by programering
What does cps stands for?


Cups Per Second, a measurement of flow.

It's a common term in the United Kingdom.


This looks like an enhanced version of "The sand game" and "H2O".
I like this idea, and I would like to see it working.

-----------------------------------
"After you finish the first 90% of a project, you have to finish the other 90%." - Michael Abrash
stickman.hu <=my game (please tell me your opinion about it)


Quote:
Original post by Umbrae
Quote:
Original post by programering
What does cps stands for?


Cups Per Second, a measurement of flow.

It's a common term in the United Kingdom.


Not Cycles per Second? Ie. Physics timesteps etc..


Lol, CPS = Cycles per second... cups per second?? lol. Its actually that multiplied by 8 as the water simulations runs 8 times per frame (I just have the CPS counter on the outside of the sim routines).

Running without rendering, the system can handle about 20,000-30,000 moving particles on my 3.2Ghz P4 and maintain the basic 50fps with room to spare. The system uses a neat way of monitoring only the particles which are moving and has a very fast way of adding and removing these particles from the list (so at present you can have over 300,000 particles on screen so long as all of them aren't moving!). The levels will be designed so this amount of moving particles will never exist. I also wouldn't mind looking into multi threading the system so speed things up even more.

Also, I may need to point out that everything inside the sim is actually a particle so all the land and even the space in between is actually "air" particles, all of these lie dormant until they need to be interacted with.

Generally, I find the most you'll have moving on a screen at a time is between 6,000 and 10,000 particles so the system copes very well.

Unfortunately I'm in the middle of moving the rendering to OpenGL, so the rendering side of things is a little slow but once I've got all the kinks ironed out it should be a very speedy particle sim.

The rules for the simulations are designed to be as simple as possible so that each particle can be updated and moved in as short a time as possible - again there is lots to be optimized here so I think I could squeeze some more cycles out of it.

I just updated some details in regards to where the game is going on my site:

http://lightdev.wordpress.com/2007/07/23/i-shall-call-it-globulous/


ahayweh, where were the "Pyro sims" ??

Any links?? :-p

Cheers,
Chris



zeeli, Yeh I noticed that myself. They seems to be lots of the basic ones around that don't have any real purpose.

Unfortunately, although the original version of this game (for speed hack) did have a purpose of sorts - it probably wasn't that much of a fun purpose.

I do hope to make the game a lot more fun and bring in all the other elements you see in the others (fire, oil, plants, etc).


have you heard of cellular automata?


All times are ET (US)

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