Hi guys! well, in past days my email server was down so this message is kind of late ;)
anyway, here it goes: Recently an Intel developer has written a series of articles about realtime vortex simulation for games. The demo (http://software.intel.com/en-us/articles/fluid-simulation-for-video-games-part-1/) is spectacular and best of all runs in realtime. Sadly the algorithm is not open source and I wanted something similar in Blender so you know the end, dont you ;) ? I end up taking a different approach with similar results and Im very pleased! my approach require more complex set up but more advanced user control and best of all is completely Lagrangian, I mean completely boundless , whether the Intel approach is a hybrid algorithm lagrangian/eulerian (lattice-particle method). I took advantage of the fact that the current Blender particle system is a second order simulation system , where particles act as source of force field, and the current vortex particle field has the rotational vector very limited and locked to the particle velocity direction . well, I have made a simple patch (http://www.pasteall.org/18508/diff) to allow more user control and watch yourself! http://farsthary.wordpress.com/2011/01/25/spin-my-particles/ Cheers Farsthary _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers