Realistic water physics simulation - Nucleotide | Game development diary #7





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Published on Feb 6, 2013

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Featuring: Ivan Mandić
Talking about: Lattice Boltzmann Methods - Real time water physics in Unity game engine
Background music by Davor Šimunović

Hello there! My name is Ivan Mandić, but you may call me iVan.
Welcome to the seventh Nucleotide game development diary!
This development diary covers the progress of the game Nucleotide.
Each episode number corresponds to the number of dev weeks that are behind us.
But, you already knew that, right? So, why am I even bothering?

Do any of you remember the first development diary, where I showed the water physics implementation?
This week I started working on the implementation of water surface physics.
Since I'm still using the free version of Unity, the shader isn't the best, but as you can see, this looks pretty amazing.
Water behaves as you would imagine, and everything runs pretty fast.
The number of splashes per frame isn't affecting the frame rate, and that allows me to simulate rain pretty easily while moving this red ball around at the same time.
This is far from done, and will require a week or two before I can put it in the game.

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And, we make at least one video every week.
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(@FrozenPixel). You can find those in the description of the video.
Thank you for watching, see you soon. Bye!

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