Quote Originally Posted by paul_nicholls View Post
After some fiddling around, I have now gotten my fluid sim working just like the online demo (I think! LOL)

It would be nice to know if anyone manages to use this in a project
It seems to be working somewhat, but there are 3 issues i can come up with
- The timer is very heavy on cpu, using full capacity of 1 core.
- Air pockets are filled with water coming from below. The pressure should in physical world limit water flow to only down and sideways, as it is implemented in many games too.
- The simulation goes through every tile on screen per game tick. It may work with small mapsizes but when it comes to larger and pixelmap, it would hog all resources. This is why i suggested particle based approach earlier in this thread, which would be very high performance.