Hi,
Can we create water simulations like in the game ‘Where is my water?’
Thanks
Vik
Hi,
Can we create water simulations like in the game ‘Where is my water?’
Thanks
Vik
The core game mechanic looks like it’d be tricky (but maybe not impossible) to implement using physics.
You get tools, but such things you must implement yourself
I was playing abit with the filters and such trying to simulate lava flowing. Still abit to go but there are possibilities. Need alot of optimization though. Quick test here:
Wow! That’s a really cool effect.
Very nice!
Very nice indeed Add in some sort of ripple effect for a heat haze!
thanks!
Yeah, there is still missing some things, was also thinking about some smoke particles. And I havent tried it on device yet because I fear it will be abit slow as is but its nonetheless fun to play with the new effects! It makes me want to learn more about fluid and particles.
That looks great!
I knocked up a wave / splash simulation the other day to test a few things in graphics 2.0, its not pourable water like you asked for… but it does work well for splashing about in!
[media]http://www.screencast.com/t/0BncADRhN[/media]
It still needs a few fixes to make it look more realistic, but on the positive side it runs well on my iPad!
Nice work guys!
Wow that looks really awesome… any chance of a peak at the code? and also its looks like it is actually flowing after hitting the edges… is physics involved at all?
Looks nice… see for one of my levels… that would be awesome as an underwater scene… I also noticed Major magnet has some underwater scenes.,… wonder how they did that?
nice wave and splash!
there is not much code really, just me playing around .That test is with physics yes. Just some semi transparent dots getting pushed out with filters applied to them. I had a combination of saturation, zoomblur and exposure I belive it was under that test. Then I just had some variation to the values applied and a transition to these so the lava changed. I also used a small radius to the particles physics compared to the particle image so they “melted” togheter abit and had some linear damping applied.
These are great samples, keep 'em coming!
@borgb - have you thought about the bloom filter for lighting? I haven’t actually checked what it does but the description implies it should be some kind of lighting bloom, so brighter stuff should sorta go overbright. Or maybe try additive instead of normal mode for the lava, so it also brightens and merges.
I would love to get a sneak peek at the code even if there isn’t much there.
I tried with bloom filter once but couldn’t quite get it to work, will have to look into it some more. To much new stuff to play with and not enough time
@Daniel W.
the filter setup that I used was something like this:
[lua]
local kernel = {}
kernel.language = “glsl”
kernel.category = “filter”
kernel.name = “glowing”
kernel.graph =
{
nodes = {
saturate = { effect=“filter.saturate”, input1=“paint1” },
blur = { effect=“filter.zoomBlur”, input1=“saturate” },
exposure = { effect=“filter.exposure”, input1=“blur” },
},
output = “exposure”,
}
return kernel
[/lua]
the physics for the particles:
[lua]
physics.addBody( lava[iNr], {radius = rad, density = 10, friction = 0, bounce = 0 } )
lava[iNr].isFixedRotation = false
lava[iNr].linearDamping = 1.5
lava[iNr].angularDamping = 4
[/lua]
other is just playing with values. I had a spawn rate of about one particle every 80ms or so. I don’t have the exact code for that example because I have long since tweaked and changed stuff and tried other things. Was just a test scene for filters
The core game mechanic looks like it’d be tricky (but maybe not impossible) to implement using physics.
You get tools, but such things you must implement yourself
I was playing abit with the filters and such trying to simulate lava flowing. Still abit to go but there are possibilities. Need alot of optimization though. Quick test here: