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Fluid Test 3 Terraria Clone in XNA 4

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Uploaded by on Sep 8, 2011

Added some preliminary water rendering. Fixed a bunch of bugs. Water is pretty stable and really fast. Still need to fix up the rendering a bit. I want to add particle based splashes, some kind of shimmer effect, and possibly some kind of fake caustics effect.

I'm currently using a 2D meta ball rendering technique. This is super fast on both the phone and windows. I really need to try all this out on the Xbox 360 and see if it can handle all this.

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Gaming

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Uploader Comments (mattbettcher)

  • I DEMAND TUTORIAL

  • @snarkbaited it's pretty simple ATM. Uses very simple cell based update system. Each cell updates itself based on a set of simple rules. I flip my scan direction every frame to keep things even. I will consider a set of tutorials once I get my website setup.

  • What is the number in the corner? Can't be FPS because it increases when more particles is added (would be to awesome...), and it can't be particles because it isn't increasing in the same pace that you are adding new ones.. :P

    Is it the number of squares with water? I assume each square can hold many "water" and in this way create pressure, or am i wrong?

    Nice simulation anyways!

  • @helmesjo I believe that was the # of ticks to update the water simulation.

  • Just a suggestion...Bring the frame rate down to 60 or below. 167 Is waay to fast. I mean, It makes it look silly. I'm not insulting, I think you're a genius, but just bring the frame rate down quite a bit.

  • @JakesRandomStuff Water speed is independent of frame rate. The designer also said we wanted the water to flow much slower, thanks for the input!

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All Comments (8)

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  • terrible color choice for the water... but still cool

  • @Mattbettcher

    No problem

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