2D Liquid Simulation Engine

New releases and general discussions.

Post » Tue Jan 11, 2011 11:08 pm

the slowdown is entirely a result of the physics being a bottleneck. even if you did get some small improvements from particle type sprites it would be pointless.
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Post » Tue Jan 11, 2011 11:15 pm

[quote="gmvasco":2ppapsdx]tulamide,
I'm also working on a game that uses lots of water, but probably completely different. I can work with the fluid .cap that you graciously uploaded, and I made some changes to it (removed the darkening over time), but I'm still wet behind my ears (pardon the pun) to get that ellipse collision going on.
Can I get another .cap with more liquid stuff please?[/quote:2ppapsdx]

Here you are: fluid2.cap
But remember to act responsible, don't drive today :mrgreen:

[quote="Mr Wolf":2ppapsdx]... Also, does having two sprites = one water drop slow anything down at all compared to having only one object and still using ellipse? The faster the better :)[/quote:2ppapsdx]
Hmm, well, it is slower to have 2000 sprites compared to having 1000. But Construct is pretty fast when it comes to sprites, so I don't think that you will gain so many frames that it makes sense to forego the fluid effect...

EDIT: On the other hand, it would be very helpful to be able to set the radius of the ellipse collision independent of the sprite's size ;)
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Post » Wed Jan 12, 2011 3:38 am

tulamide, you are the hedgehog of a thousand spines.
May you prick all your enemies in battle and roll home to the safety of your nested fortress.

I got the file and was able to run 4 simultaneous instances with 1500+ sprites each. Windows 7 x64 quad-core 2GB RAM with Gforce 8600.

Also, do you know how hedgehogs do it?
Really really carefully.
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Post » Wed Jan 12, 2011 5:21 pm

There was a slight bug that made water "stand up" in horizontal platforms.
Watch first 7 seconds of http://www.youtube.com/watch?v=R_d8ct2EUEw&hd=1

tulamide made the whole thing.
I made a tiny change inserting a random move by 5 pixels when it is created.
http://dl.dropbox.com/u/984249/fluid2%2 ... 20move.cap
Also, it's created by mouse button and I changed the colors.

My first bug squash ever. I feel the testosterone levels rising... AARGGH!
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Post » Wed Jan 12, 2011 6:43 pm

:mrgreen:
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Post » Wed Jan 12, 2011 7:13 pm

[quote="gmvasco":1w99ms4s]There was a slight bug that made water "stand up" in horizontal platforms.
Watch first 7 seconds of http://www.youtube.com/watch?v=R_d8ct2EUEw&hd=1

tulamide made the whole thing.
I made a tiny change inserting a random move by 5 pixels when it is created.
http://dl.dropbox.com/u/984249/fluid2%2 ... 20move.cap
Also, it's created by mouse button and I changed the colors.

My first bug squash ever. I feel the testosterone levels rising... AARGGH![/quote:1w99ms4s]
I like you.
you are such a positive person ^_^
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Post » Mon Jan 24, 2011 1:17 pm

Fluid2.cap requirers some plugin and I can't find it?
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Post » Mon Jan 24, 2011 1:46 pm

[quote="Jarzka":353og12w]Fluid2.cap requirers some plugin and I can't find it?[/quote:353og12w]
Are you sure?
Which plugin? Screenshot please and I'll be happy to sort it out for you.
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Post » Mon Jan 24, 2011 2:56 pm

"The effect file 'Blob_test.fx' is required to open this file. Please locate it and put it in your effects directory under your Construct installation."

I have the latest version of Construct.
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Post » Mon Jan 24, 2011 5:47 pm

[quote="Jarzka":loppjkio]"The effect file 'Blob_test.fx' is required to open this file. Please locate it and put it in your effects directory under your Construct installation."

I have the latest version of Construct.[/quote:loppjkio]
Just download "fluid.rar" from my third post in this thread. It contains the effect blob_test.fx
Copy it to Construct's effect folder.
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