Hey i’ve for a while tried to understand and find information about how to make “realistic” water systems. now then saying realistic i do not in general mean buoyancy, since I believe I understand the basic of that. To let you know what I exactly mean i’ll drag out some examples:
Pouring water from a bottle over in a glass.
Shower and let the water fall down/off a person into a drainage.
Shaking a bottle with liquid inside.
Water system, EG Minecraft, Terraria, and other voxel games.
Smelting ice cube
And many more, I would really apriciate it if anyone can point me in the correct direction and get started
Thanks for the reply i’ll throw a few videos here;
Bottle example;
Minecraft like (Would however like this to be more realistic eg; Not cube formed)
I cant really find other examples right now but basically what I wish to gain something some what equivalent to how water would act in real life, if 1 liter of water would fall out of a glass there would still be 1 liter of water on the floor float around except if there would be something to suck it up (towels for instance) or a drainage.
I haven’t seen the first two videos you linked to, but I can speak to the third (watched it before work this morning). The third one is of a VERY recent nVidia demo of their new physics system. It utilizes a system of particles to simulate individual droplets of water, and takes into account things like surface tension and cohesion between droplets.
You may be able to find white papers on the subject, but probably not on nVidia’s specific implementation. Simply put, it is a very complex subject that has taken many, many man-hours to get to the point you see in the video.
As for Minecraft and Terraria like systems, those are just simple volume and flow systems. You’ll notice that, at least in Terraria, objects placed in the water have no effect on the water level. I’d speculate that each block holds a value as to the volume it contains (which is used to figure the graphical display) and the volume of the blocks around it. There’d then be some differential equations used when dealing with surrounding blocks that contain a lower volume of fluid.
And it’s mid 2013, yeah, it’s still very recent. Their tech has improved some, most notably it can now deal with random obstructions in the liquid…providing turbulence and the like, but it’s the same general tech demo.
Found that guide yesterday as well, looked very nice, but maybe a little to much for one to do alone, there by not saying i won’t give it a chance. I also notices that it seems like it’s just a load of spheres rolling around? if that is the cases wouldn’t it be possible to to morph them together as “one” single mesh and split them again in case something hit the water?
Sorry for But inside unity right now blobs is not available.
Pouring water from a bottle over in a glass it’s headache right now. any Idea for best Liquid system inside unity i’ll ready to buy.
guys, im working on a game right now. if you want to join me and work on simulating water and other dynamic system’s, just contact me on skype. Here’s my name on skype:
peshewah
also the game im working on is going to have a lot of work put in it, so you must have a open mind to everything!