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.
Bookmarks