Has anyone ever thought of or tried to use Smoothed Particle Hydrodynamics (SPH). I would really like to use it but I want to see what the GS Community has to offer first. Thanks.
Has anyone ever thought of or tried to use Smoothed Particle Hydrodynamics (SPH). I would really like to use it but I want to see what the GS Community has to offer first. Thanks.
It's not entirly clear what you are asking ? GS doesn't support SPH or anything similar as it's not a 3D games engine.
The challenge is in the current physics engine that GameSalad uses. As far as I know, Box2D does not support SPH. I might be wrong on this but I think Box2D uses Euler integration, but SPH is largely based upon Vertlet integration.
Without Box2D support, SPH would need to be 'coded' using GameSalad behaviors. It's doable, but optimizing the algorithms seem to be beyond the reach of this tiny brain. (Mostly due to trying to use constrain behaviors to perform Vertlet integration.)
If you have an idea on how to do this -- (translation: If you feel comfortable coding SPH in another language/system) -- I'd be happy to explore integrating SPH concepts into GameSalad.
Yes that "huge" equation is only the beginning! Lots of variables to keep track of for each particle.
It will be easier to do when GS can use arrays (Read/write tables). I just hope table lookup is not too slow.
You will need significant amounts of information for each particle. And each particle will need to be able to access all the attributes of its closest neighbors (at least two particle-width depth away).
Right now, I would estimate that with 20 particles or more, speed would drop to under 10 frames per second. (Based upon experiments with Vertlet integration for rope simulations.)
@JohnPapiomitis -- yes, I'm hopeful that GS will have a chance to continue to implement new functionality. Particle systems like in [unnamed 3D program] would be great!
I am hoping that GS developers will eventually open up Box2D and add in these kinds of 'plugins'. (Maybe they already are!) Meanwhile, we can try to figure it out with the behaviors we are given. (Much is possible -- but many calculations currently brings FPS to a standstill.)
Comments
Without Box2D support, SPH would need to be 'coded' using GameSalad behaviors. It's doable, but optimizing the algorithms seem to be beyond the reach of this tiny brain. (Mostly due to trying to use constrain behaviors to perform Vertlet integration.)
If you have an idea on how to do this -- (translation: If you feel comfortable coding SPH in another language/system) -- I'd be happy to explore integrating SPH concepts into GameSalad.
RThurman
http://www.algodoo.com/wiki/Download
lots of fun! … Thanx @joshuawilde!
@};- MH
The videos look like this is a great physics simulation tool (er... playground?!?).
Looking forward to the day when GS can do more of this kind of stuff! (Or when we can figure out how GS can do this kind of stuff.)
RThurman
It will be easier to do when GS can use arrays (Read/write tables). I just hope table lookup is not too slow.
You will need significant amounts of information for each particle. And each particle will need to be able to access all the attributes of its closest neighbors (at least two particle-width depth away).
Right now, I would estimate that with 20 particles or more, speed would drop to under 10 frames per second. (Based upon experiments with Vertlet integration for rope simulations.)
RThurman
I am hoping that GS developers will eventually open up Box2D and add in these kinds of 'plugins'. (Maybe they already are!) Meanwhile, we can try to figure it out with the behaviors we are given. (Much is possible -- but many calculations currently brings FPS to a standstill.)
RThurman