Jump to content
  • Advertisement
Sign in to follow this  
luminal

wave propagation

This topic is 4482 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

i'd like to impliment a top down system that allows waves (ripples/explosions/sound waves) to propagate (at least seemingly) realistically around corners. does anyone know how something like this could be implimented? i was thinking of something like the grid system in geometry wars, but that sounds very computationally intensive.

Share this post


Link to post
Share on other sites
Advertisement
You need to implement a diffraction simulator. I would suggest modelling the corner as a directional secondary source with a spread related to the width of the gap the wave is being diffracted through; look up Huygens' Wavelets or diffraction in your favourite search engine.

Share this post


Link to post
Share on other sites
For waves in fluids, a 2D NSE solver with a obstruction grid would do fine (use the pressure value at a given point for height when rendering).

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!