Hi!
My first post here.
I'm evaluating physx and bullet for our game, which is based heavily on water dynamics(flow, depleting pools and so on) and I was just wondering how bullet manages to perform with fluid particle dynamics?
I've read that bullet supports this (on some other forum), but I have not found examples, tutorials and what not how this actually works.
I'm a newbie when it comes to integrating physics engine, so I plan not to waste time on implementing wrong physics engine to our project. I like bullet more(api, license, and I've heard lot of good things about it), but the fluid dynamics are a big question (you should promote it more if it's in the engine though ).
Fluid dynamcs with bullet
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Re: Fluid dynamcs with bullet
Bullet currently doesn't provide buoyancy or smooth particle hydrodynamics (SPH).
A buoyancy contribution might be added, SPH could take a bit longer.
Thanks,
Erwin
A buoyancy contribution might be added, SPH could take a bit longer.
Thanks,
Erwin
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- Posts: 1
- Joined: Mon Jan 14, 2008 9:02 pm
Re: Fluid dynamcs with bullet
I'm curious, are you hinting that a submission has been received regarding this?
Either way the basic method of simulating buoyant objects in bullet would be to apply appropriate impulses at each simulation step correct? I read in another post that bullet's heightfield object should allow for reasonably efficient deformations also?
Not having used bullet very much, is it possible to [efficiently] get information regarding which faces of an object are intersecting with a heightfield? (I'm thinking about applying more realtime deformations to the fluid heightfield based on objects' interactions with the heightfield to produce realistic water effect along with the buoyancy).
Either way the basic method of simulating buoyant objects in bullet would be to apply appropriate impulses at each simulation step correct? I read in another post that bullet's heightfield object should allow for reasonably efficient deformations also?
Not having used bullet very much, is it possible to [efficiently] get information regarding which faces of an object are intersecting with a heightfield? (I'm thinking about applying more realtime deformations to the fluid heightfield based on objects' interactions with the heightfield to produce realistic water effect along with the buoyancy).