Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / creating water like where is my water

Author
Message
3d point in space
15
Years of Service
User Offline
Joined: 30th Jun 2009
Location: Idaho
Posted: 9th Sep 2014 19:43 Edited at: 9th Sep 2014 19:48
This is so stupid that it is easy this is c++.





just make a round ball 16 by 16 pixels that is fuzzy.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.

Attachments

Login to view attachments
3d point in space
15
Years of Service
User Offline
Joined: 30th Jun 2009
Location: Idaho
Posted: 10th Sep 2014 04:27
Know someone needs to translate this into tier one. I don't think tier one has vectors

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
Clonkex
Forum Vice President
14
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 10th Sep 2014 07:20
Trust me, this method won't work well. It'll run slowly and not respond much like water.

If you want real Where's My Water water, use Google's Liquid Fun library (which, incidentally, won't natively work with AppGameKit and would need to be integrated manually - should be doable, though).

And no, T1 doesn't have vectors.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 10th Sep 2014 17:54
Liquid Fun is just an extension to Box2D. It wouldn't be terribly fast but you could create a similar set of tools in Tier 1. If I had a project that was worthy of it I'd give it a go, I keep meaning to...
3d point in space
15
Years of Service
User Offline
Joined: 30th Jun 2009
Location: Idaho
Posted: 10th Sep 2014 18:03 Edited at: 10th Sep 2014 18:08
i think i try to make liquid fun work with tier 2 but it looks complicated a little because it uses cmake instead of make for devel and you might have to override box2d in agk maybe. Any way I read the documentation to liquid fun. It might take a while to figure that out. I don't know how well it would port into agk. It might be easier to use eyecandy and liquid water than to use agk to produce water.

I wish there was a command that used liquid water physics in akg itself but that seems far away in the future.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 10th Sep 2014 20:00
Started an example in T1 but it's a bit slow at the moment...
3d point in space
15
Years of Service
User Offline
Joined: 30th Jun 2009
Location: Idaho
Posted: 10th Sep 2014 21:17
actually i do not think you need liquid water just use a shader like this guy does.
http://codea.io/talk/discussion/2266/meta-balls-shader/p1

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
Clonkex
Forum Vice President
14
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 11th Sep 2014 09:05
Quote: "Liquid Fun is just an extension to Box2D."


It is, but it's also a modification of B2D. It's not just additional code, the original code is modified too.

Quote: "It wouldn't be terribly fast but you could create a similar set of tools in Tier 1."


It would be possible, but compared to LiquidFun (which can run on JS in a browser really fast), it'd be horrifically slow. Plus I think you'd have a hard time replicating the fluid dynamics maths needed for realistic water.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 11th Sep 2014 09:53
Quote: "I think you'd have a hard time replicating the fluid dynamics maths needed for realistic water."

You're probably right but I like a challenge. Besides, I'm not talking about fully replicating fluid dynamics, just coming up with something that replicates viscosity. I'd also like to replicate the multi-particle soft body objects they create here. It's not hard to do with standard B2D commands just a little slow as you suggested. I have got a good viscosity system working already though.
Clonkex
Forum Vice President
14
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 11th Sep 2014 14:44
Quote: "Besides, I'm not talking about fully replicating fluid dynamics, just coming up with something that replicates viscosity. I'd also like to replicate the multi-particle soft body objects they create here. It's not hard to do with standard B2D commands just a little slow as you suggested. I have got a good viscosity system working already though."


Cool, ok. Sounds interesting

Login to post a reply

Server time is: 2024-11-25 09:45:23
Your offset time is: 2024-11-25 09:45:23