View Full Version : Good water physics engine
Megamind
12-09-2004, 09:55 AM
Hi all,
Im new to this forum but not really new to programming, i have some experience with small own try projects with different kind of engines, but now i want to make a simulator so i have 2 questions:
1. Which engine can handle huge maps without loading
2. Is there a engine with a standard psysics engine that has like the complete Archimedes's law in it? That would save me ALOT of time and effort.
I hope someone can help me out a bit!
Methulah
12-15-2004, 01:15 AM
You could try messing around wth the Source SDK, wcih come with Half-Life 2 Silver. The Source engine has pretty much every physics law, so I guess good old Archimedes wouldn't have been left out. Then if you life source you could always try to licence the Havok 2 physics engine. That engine rocks!
Methulah
12-15-2004, 10:05 PM
actually i tried playing Half-Life 2 and umping haps of barrels into the water, it doesn't look like any water level rose. Sorry for wasting your time.
Melvin
12-16-2004, 01:06 AM
Havok doesn't provide volumetric liquid simulation if that's what you're talking about. No physics engine on the market can do that yet.
The liquid simulation currently available basically just performs vertical displacements on a planar surface mesh...so waves washing ashore or volume-conserving bodies are simply not possible.
Trident
12-16-2004, 04:02 AM
Havok doesn't provide volumetric liquid simulation if that's what you're talking about.
I've heared that this would be feature of new version of Storm engine for sub-chaser simulator from Akela (authors of "Sea Dogs" line) But I doubt that they would open source or sell it cheap anytime soon. :sad:
So you're on your own with this...
Btw, check Flight Gear (an open-source flight sim) there's a hot air ballon flight model wich may serve as a starting point. :D
Reedbeta
12-20-2004, 01:49 AM
http://www.strangebunny.com/techdemo_sph.php
That links to a demo of a particle-based volumetric liquid simulation that runs in (very) real-time on the GPU. I haven't had time to delve into the details of the technique, so I can't tell you how scaleable it may be, but perhaps this is a good starting point for implementing volumetric water yourself.
Eul0gy
12-20-2004, 04:07 AM
hey
have a look at
http://www.meqon.com
they have a pretty nice physics engine and check out the demo's they can do nice water effects and even particles of gas interacting with objects like boxes and players
regards
Eul0gy
Megamind
12-22-2004, 06:11 AM
hey
have a look at
http://www.meqon.com
they have a pretty nice physics engine and check out the demo's they can do nice water effects and even particles of gas interacting with objects like boxes and players
regards
Eul0gy
14619
Ok thanks, im going to have a look at that...
btw, does someone know which engine is used on MS flight simulator ?
pat_mathis
12-22-2004, 02:13 PM
Whoa-Whoa-Whoa!!!
Don't tell me that a newb such as my self has to show these salts what's what.
Monolith 2.0 has full volumetric water effects. Not to sure how demanding it is, but you can see this in AvP.... ONE! The Monolith engine I think is way under rated. It's extremly stable, extremly fast and fluid, and has a nice assortment of features and effects. Although I'm not too sure as to where the best place to get it from.
NomadRock
12-22-2004, 03:48 PM
You do not understand the question. AvP shows no water displacement effects whatsoever. Modern processors are just not fast enough for those kinds of calculations alongside everything else a game requires.
Methulah
12-22-2004, 11:15 PM
I was really suprised by the OGRE engines water displacement. This distorts the refectaion and is not just a low-res sprite like many engines today. Check it out, I dont have the url but there is a link off the engines page of this site.
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