I’ll repost this one more time, since I didn’t get an answer in the Scripting forums.
I have working voxel-based terrain (using marching cubes) generated procedurally, and I’m planning on adding dynamic fluids that will react to the terrain being modified. I certainly don’t expect to be able to achieve From Dust quality, but I know I can do better than Minecraft’s water (I already did a few experiments with that). I don’t expect a realistic feel, I just want something that is believable, fun to play with, and real-time.
I have very little experience with real-time fluids, though. Does anybody have any links/ideas/suggestions/algorithms on how best to do this? One thing I do know is that I’ll have to be able to only simulate the fluid when the terrain around it changes in order to calculate a new path, but will have to have a static river while it’s environment doesn’t change to significantly cut down on costs. I’m also planning on at least basic volume considerations. I’ve been fooling around with various ideas, but haven’t got anywhere so far. I’ll be using marching cubes to create the mesh; the problem is the simulation itself.