Navier-Stokes fluid simulation explained with Godot game engine
89 points by myzek 4 days ago | 20 comments
markstock 13 minutes ago
Before you go adding vorticity confinement, consider performing a higher-order backward advection scheme (Runge-Kutta 2nd or similar), and using a higher-order interpolation method (triangle-shaped cloud instead of bilinear).
replyIn my implementations I use 4th order for both and vortices stick around a lot longer.
genxy 2 hours ago
The unlinked Jos Stam paper is available from his website https://www.dgp.toronto.edu/public_user/stam/reality/Researc...
replyamarant 34 minutes ago
This is great! When I have some leftover time I want to try copying this implementation for 3D. I reckon I could get away with minimal modifications to support the third axis...I think...
replyThat'll perform even worse though, hopefully my CPU can handle it or I'm gonna need a lot of leftover time to make a shader
myzek 4 days ago
So once upon a time I stumbled upon simulating fluids in gamedev and I really wanted to learn how it works. Fast forward 2 months and I decided to write down everything I learned to hopefully make it easier for others in the future!
replymagicalhippo 4 days ago
Fluid sims are just so darn fun! Nice writeup, very accessible.
replyCouple of notes, I think you forgot to apply timestep when adding rocket exhaust velocity, pretty sure it should be
u[idx] += backward.x * flame_velocity_amount * falloff * delta
v[idx] += backward.y * flame_velocity_amount * falloff * delta
You need to compensate by scaling up flame_velocity_amount, I used 85, seemed about the same.brandonpelfrey 2 hours ago
Great job. I have spent a lot of time working on fluid simulations (I still am). Glad to see more people still mesmerized. If you’re interested, this rabbit hole goes very deep.
replyStevvo 3 hours ago
For anyone wanting to dive further, Fluid Simulation for Computer Graphics by Robert Bridson is the definitive textbook.
replyamelius 3 hours ago
Did they test if it satisfies the relevant conservation laws?
replybrandonpelfrey 2 hours ago
It won’t satisfy those laws. It’s also not a goal though of this post.
replyamelius 2 hours ago
I mean if you're writing a ray tracer and the reflected light has more intensity than the light sources, then that's not desired. You can have the same sort of thing going on with a fluid simulation.
replymarkstock 17 minutes ago
One of the nice aspects of Stable Fluids is that you don't need to iterate the pressure correction terms to convergence. Just run a fixed number of Jacobi or Gauss-Seidel sweeps and keep performance consistent. The only drawback of this is some mass loss in areas, which for the present purposes is acceptable.
replyfrankdlc222 4 days ago
This is really cool. I love how much detail you went into explaining the setup and walking through each piece of the simulation. Definitely bookmarking this to play around with later!
replyanalog8374 3 hours ago
Oh don't let us pinch zoom. That would be a disaster.
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