So, I've been thinking about writing an engine and work on the issue of real time, realistic liquid. The project will be in a marching blocks base/ voxels and likely follow some form of physics interaction with other voxels. I'm just wondering if any one has tried making a system like this, or has any of the links to the fundamental mathematics behind real time liquid, and if at all possible real time voxel liquid. I have read over some of the MIT publishing and other university studies, but haven't found anything plausible as of yet.
Marching blocks/liquid real time system
This might interest you... some years old, and don't know if ever used in a game, but seems to be quite ontopic:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html
This might interest you... some years old, and don't know if ever used in a game, but seems to be quite ontopic:
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html
Wow this is perfect, they even use it in an obscure voxel based physics system. Thanks very much, i will post on here with a basic working model in a month or so when i get the math down and code it up
I recommend GPU gems, it really helps with advanced stuff, I found a chapter about fluids, idk if it is exaclty what you are looking for because I haven't looked into it.
However, there is math there,so here ya go:
https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch38.html