Hello there. I am an aspiring programmer that currently resides in Melbourne, Australia. After over a decade within the Hospitality Industry, I took the lockdowns of COVID to reassess and decided to chase down a dream of joining the Video Game Industry. I eventually entered into the the Advanced Diploma in Professional Game Development (Programming) course at the Academy of Interactive Entertainment (Melbourne Campus) in 2022. I have since graduated (2023) and while looking for employment in the games industry am continuing to tinker and expand my knowledge.
Based on Sebastian Lague's video and the paper Smoothed Particle Hydrodynamics Techniques for the Physics Based Simulation of Fluids and Solids I am attempting to create a viable fluid simulation to utilise within a game context. A further breakdown will be posted here as I update the project. As it stands I have a fluid represented by particles (Procedurally Generated Spheres) being simulated using a compute shader that handles the collision, pressure and density of the particles to simulate a fluid. I can have the fluid fill a volume and flow correctly if I adjust the position, rotation or scale of that volume, shown in the top left here. I am currently working on collisions with other objects. The video to the bottome left shows the current state of that progress. There is a cube obstacle in the middle of the spiral, which should just displace the fluid, instead we have a blender. The collision is all happening within the compute shader of the fluid simulation and I have a feeling the position offset is causing a change in the pressure and density of the simulation, which is affecting the particle's velocity and bumping it into neighbouring ones causing the spiralling. While it is cool emergent behaviour, (I have copied the shader at this stage to utilise this as a feature), it is not the intended. I shall endeavour.