• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Broken Fluid Solver

1 post in this topic



I am not sure if this is the correct place to post this because I working in OpenGL and CG to create a fluid solver based on the GPU Gems 3 chapter 


Real time Simulation and Rendering of 3D Fluids


The code I have at the moment is in CG, and is based on the Render To Volume example in the OpenGL 10 SDK by Nvidia. The example shows a simple solution to the wave equation so I thought it might be the correct place to start.


 I set point filtering in the C++ code, however I could not add the 0.5 to the texel coordinates because the fluid tended to diverge quickly in the direction of the corner of the box -I am not sure if CG needs to add the 0.5 to get the texel center.


Edit: I'm convinced its the texel center problem - I found a resource about CG that explains some stuff so I have removed the code for now, I'll repost the program if I can fix it.

Edited by ray_intellect

Share this post

Link to post
Share on other sites

Sorry for the double post, however I thought I should add this again


Using this code for each function I made a transformation of the coordinate "x" to "x + 0.5 * texelSize" and then relied on the float3(1.0f, 0.0f, 0.0f) * texelSize 

to look up the coordinates.


I tried some variations of this method, with no conclusive results, only a real problem in calculating the correct colour. I saw some fluid like effects with very clipped color, mostly the more realistic and wavy looking fluids seem to be an explosion - or perhaps the container seems to fill with fluid - this is after the transformations were applied (on my other computer I have windows xp and opengl 4.0 but on this pc I have windows 7 and directX 10). 


So I'm looking for an answer for the mathematics involved - i.e. what is this fluid supposed to be, how is the input supposed to be applied ? Is this an explosion ? etc


Also if anyone can make use of this then good luck :)


Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0