Practical Fluid Dynamics: Part 1
Fluid effects, such as rising smoke and turbulent water flow, are everywhere in nature but are seldom implemented convincingly in computer games. The simulation of fluids (which covers both liquids and gases) is computationally very expensive. It’s also mentally expensive, with even introductory papers on the subject relying on the reader to have math skills at least at the undergraduate calculus level.
In this two-part article, I will attempt to address both these problems from the perspective of a game programmer who’s not necessarily conversant with vector calculus. I’ll explain how certain fluid effects work without using advanced equations and without too much new terminology.
Article Link:
- Gamasutra: Practical Fluid Dynamics: Part 1
- Gamasutra: Practical Fluid Dynamics: Part 2