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Thread: Trouble porting liquid simulation to Pascal - AARRGGHH!

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  1. #1
    OK, now I have fixed a few glitches and my version of the water simulation runs quite well. No Mac dependencies, I am not even using the macpas mode. It should be pretty close to Paul's version. The problem was in the screen update, not the simulation. What is good about this conversion: Small, close to the original, uses OpenGL (so it is fast), isolates user interface stuff (GLUT) into a separate unit so you can change it easily. Mac binary included.

    http://www.computer-graphics.se/water_sim_fpc.zip




    The "continue" keyword seems to work just fine, and is equivalent to "cycle" in the macpas dialect.

    I fixed the mouse support, so you can edit the map by clicking, which toggles between water and ground.

  2. #2
    @Ingemar: Nice work
    @User137: Wow! this is very cool!

    cheers,
    Paul
    Last edited by paul_nicholls; 31-08-2011 at 09:31 AM.

  3. #3
    So my pixel version should now be working correctly. Uploaded the files in its thread:
    http://www.pascalgamedevelopment.com...4326#post64326

    Here's additional eye candy when i was still debugging the behaviour.
    Blue = solid water drawn in texture
    red = moving water with density<254
    yellow = moving water with density=254
    gray = moving water with density=255

    Another picture just added... First i piled up a massive amount of water. Then go middle of water, hold firing key down and do a full 360 turn and you get something like this:
    http://imageshack.us/photo/my-images/825/waterbig.png/
    I just love to see things huge, lol. 46000 living water particles waving the streams. Very soon after it stabilized to more normal number of 1300 moving, where cpu is happy at 0% use.
    Attached Images Attached Images
    Last edited by User137; 31-08-2011 at 01:59 PM.

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