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Navier-Stokes fluid simulation explained with Godot game engine

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!

4 days agomyzek

Fluid sims are just so darn fun! Nice writeup, very accessible.

Couple 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.
4 days agomagicalhippo

Yeah it seems I missed that, adding the rocket at the end was a cherry on the top and I was so exhausted already I'm surprised it even works lol

4 days agomyzek

It made it very fun to play with though :D

3 days agomagicalhippo

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.

10 hours agobrandonpelfrey

excellent article, great vulgarisation and human written !

Thank you

11 hours agonick__m

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).

In my implementations I use 4th order for both and vortices stick around a lot longer.

9 hours agomarkstock

For anyone wanting to dive further, Fluid Simulation for Computer Graphics by Robert Bridson is the definitive textbook.

11 hours agoStevvo

I appreciate the AI disclosure, I hope that becomes normalized

7 hours agojedimastert

Very cool. For your next project, how about a DIY 2D EM field solver? You've done a lot of the work already.

31 minutes agoCamperBob2

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...

That'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

9 hours agoamarant

You are correct: Stable Fluids extends to 3d relatively easily.

9 hours agomarkstock

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!

4 days agofrankdlc222

Did they test if it satisfies the relevant conservation laws?

10 hours agoamelius

It won’t satisfy those laws. It’s also not a goal though of this post.

10 hours agobrandonpelfrey

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.

10 hours agoamelius

Sure, but conservation in ray tracing is also a goal that not everyone has and isn’t required for teaching or games or making pretty & even plausible images. There are plenty of situations in both ray tracing and fluid simulation where conservation is not desirable.

5 hours agodahart

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.

9 hours agomarkstock

[flagged]

11 hours agonryoo

Oh don't let us pinch zoom. That would be a disaster.

11 hours agoanalog8374

Assuming you mean the site - pinch zoom & pan works for me on Windows and iOS?

10 hours agozamadatix

well android chrome doesn't

10 hours agoanalog8374

Web exports from Godot (and other game engines) played on mobile is a hard place between compatibility, performance, and many other factors. It's getting better, but very slowly. Try on PC