Practical Fluid Dynamics: Part 2

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 the last article, I gave an overview of the nuts and bolts behind simple two-dimensional fluid dynamics using a grid system. This time, I explain how programmers can achieve a reasonable level of realism with fluid dynamics without too much expensive iteration.

I’ll also continue with my goal of explaining how everything works by using nothing more complex than basic algebra.

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