This real-time interactive fluid simulation meant for use video games shows two more simulations which run and render faster than 60 frames per second using a single CPU core.
In the first segment, smoke flows past a sphere.
In the second, a spinning ball moves through smoke. The spinning motion causes the ball to curve.
As with all of my other simulations presented here, these automatically exploit all CPU cores available.
See http://www.mijagourlay.com/fluid for details and links to articles, including code.
Also see http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-par... for my first article in a series about simulating fluids for video games.
Shouldn't the ball be curving downward? Looks like it's spinning clockwise but maybe I'm wrong.
esejyl 9 months ago
@esejyl Correct; the video shows the ball curving in the wrong direction for the direction it appears to be spinning.
The latest version of the code (articles 10 and later) have the correct sign for the Magnus effect.
Thanks for noticing!
mijagourlay 9 months ago
@esejyl You are correct; the video shows the ball curving in the wrong direction for the direction it appears to be spinning.
The latest version of the code (articles 10 and later) have the correct sign for the Magnus effect.
Thanks for noticing!
mijagourlay 9 months ago