Flui°D°emo - A 2D Fluid Simulation

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Uploaded by on Apr 8, 2008

Download Flui°D°emo (incl. source code) at http://rene-schulte.info

Higher quality video: http://vimeo.com/4391370

Flui°D°emo is an interactive 2D physically based fluid simulation, which I made in winter 2007/08. It implements the Smoothed Particle Hydrodynamics (SPH) approach as described in the paper "Particle-Based Fluid Simulation for Interactive Applications" by M. Müller et al., which utilize the Navier-Stokes equation and SPH to simulate the behaviour of the fluid. The resulting differential equation is solved with a basic verlet integration.
This all is implemented in a flexible and small 2D particle system engine, including emitters, consumers and a renderer for Meta-Balls (Blobs). The Meta-Balls are drawn with a Render-To-Texture technique using OpenGLs framebuffer extension (FBO), a procedural generated gaussian distribution texture and alpha-testing.
The collision handling is done with the Separating-Axis-Theorem (SAT) and Oriented Bounding Boxes (OBBs).
The whole project is written in C# 3.0 against the .Net Runtime 2.0 and released under the GPLv3 license. The visualization is done with OpenGL, using the OpenTK library (http://www.opentk.com).

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Uploader Comments (teichg)

  • Did you use the OpenCL bindings in OpenTK to accelerate the fluid sim?

  • @SteamyThePunk Nope. It wasn't available at the time I made the demo. OpenCL would boost the performance extremely.

  • Did you had ANYthing to do with Fluidity? Did you sold this code? Was it stolen?

  • @halfmanhalfman Nope. I just had to look it up to see what you was referring to. I guess you mean the Wii Ware game. They definitely use SPH fluids, but I don't know if they have used parts of my code. They might just have implemented the paper by Müller.

  • Hey! Check out my engine (see my video). It's quite similar but I'm assuming you've done your own formulas. In my case I used ODE but I pretty much modified the sources significantly to improve the performance - and I'm not done yet.

  • @Kethors Yep. I wrote the complete engine from scratch in C#. I implemented the Smoothed Particle Hydrodynamics (SPH) approach as described in the paper "Particle-Based Fluid Simulation for Interactive Applications" by M. Müller et al.

    Nice ODE extension you made.

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All Comments (39)

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  • Unless you can program something better then STFU

  • @halfmanhalfman Dun dun dun!

  • @teichg Yes, but Prometech wasn't a very big company; it was a rather small one.

  • dude, make it so you can make the blocks physics boxes almost, like the fall into the watter then float on top

  • nice but not much to do i still rate up your vid

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