WOw man tahnks you very very much. I will look at it once at home, right now Im at prague, came for the weekend, Well a Webpage I was sent, there was the whole explanation of the fluid simulation, let me check the page... http://www.mikeash.com/?page=pyblog/fluid-simulation-for-dummies.html that one, so, I guess its posstible to somehow put that code into quartz and simulate something.. anyway first of all I will take a look at the sample you sent me and play with it a little bit to see if I get the expected results, I mean the simulation doesn't have to be perfect.. :P... I will keep in ouch with you and let you know how my progress is Thanks a lot 4 yoru help

Gustavo

On 19.12.2008, at 2:44, Dustin O'Connor wrote:

volumetric liquids and gases are tuff to render out. i think its best to do your fluid simulations as shaded polygon meshes or what ever that change over time.

i attached a qtz file for you thats a particle emitter and a gradient Gaussian blur attached to the image input of the particle emitter. then iterate it a few times gives a watery effect. just mess with the particle settings. double click on the iterator macro to change. maybe putting an interpolate on the gradients color would do something. play with it. maybe plasma or something might help you out as well.


if you not dead set against making your own algorithm real flow does some real good fluid dynamics, you could always render out an animated loop then put in quartz or what ever.




On Thu, Dec 18, 2008 at 2:14 PM, Dan Winckler <[email protected]> wrote: You might be able to build a fluid simulation using the available QC patches but I doubt it would be efficient. Most likely you would need to write a custom patch (http://developer.apple.com/documentation/GraphicsImaging/Conceptual/QuartzComposer_Patch_PlugIn_ProgGuide/QuartzComposer_Patch_PlugIn_ProgGuide.pdf ). I have been writing a custom patch that encapsulates the sim.water GLSL shader by Wesley Smith (http://code.google.com/p/glslang-library/source/browse/#svn/ trunk/trunk/glslang/shaders/simulation) but it doesn't work yet. I will definitely release it if/when I get it working. Right now I'm stuck getting the proper feedback chain set up in a QC composition.

If you're unfamiliar with OpenGL, what "GLSL" is, and why executing this kind of simulation on the GPU instead of the CPU is usually more efficient, I would recommend doing some reading. Here's a good introductory tutorial to how writing a basic GLSL shader (which will hopefully make sense if you don't have/know Max/MSP/Jitter): http://www.cycling74.com/story/2007/5/23/181113/507 . Actually, maybe the Lighthouse tutorials would be more useful to you: http://www.lighthouse3d.com/opengl/glsl/. Beyond that, there are tons of resources out there, including #OpenGL on freenode.net. Good luck with your app, regardless of which approach you end up taking. :)

dan




On Dec 18, 2008, at 12:15 PM, Gustavo Pizano wrote:

Ok I have read the link you sent me, I understood like a 60% of what they said, and well the algorithms I looked them in no so deep way. I was wondering if these algorithms can be set in QC and some how simulate the movement, as far as I understood the class thye discuss there it's all what its required to simulate such a fluid movement, at the backend, so I need a way to show the results of the algorithm, maybe QC its good? or should I make something with OpenGL?

Thanks


Gustavo


On 17.12.2008, at 20:56, Dan Winckler wrote:

Hi Gustavo,

There are a number of different ways to simulate 2D and 3d liquids, all of which are fairly complex. Here is one approach that is explained fairly well: http://www.mikeash.com/?page=pyblog/fluid-simulation-for-dummies.html . There are also a number of ways to fake it, some of which might be far easier and more suitable for your purposes. For instance, you could use a static image and generate waves with the Circle Splash Distortion filter patch when the user places a ship. You can see what this would look like by bringing up the Dashboard and adding a widget.

If you want the water to move constantly -- and feel up to the challenge -- look for "2D fluid simulation" methods.

best,
dan



On Dec 17, 2008, at 10:43 AM, Gustavo Pizano wrote:


Hello, I was reading about Fractal algorithms, bad wow, I understand 0.0001% of them. I kinda loosing hopes to achieve this goal on making the ocean move.

I look at the compositions in quartscompositons.com quite interesting but not what I need.

anyway.

Thanks for your help.

Gustavo


On 16.12.2008, at 19:13, Gustavo Pizano wrote:

Hello all

well Im new to all this mac cocoa programing. Right now im doing a Naval Battle game, which its going pretty good for my concern. Now Im waiting for the final versions of the ships images, which are delayed, so in the mean while I was thinking in making the sea background be able to move, somehow to see the waves moving, I have right now something like this, which is the background of the custom view.
<Picture 1.jpg>

I was reading, and looking some tutorials, and in one apple programing guide, I saw how the put as a background a Quartz composition and set up a menu and so on. So I went and try to look at Quartz Composer, and saw some of the examples, and I think the idea I have can be achieved by Quartz Composer, the problem its that Im totally new with QC and don't know where to start so at the end I can give some movement to my sea in the game.

Can somebody help me giving me some guidance or a starting point? I have read already the Quartz composing users guide. Im gonna play with it a little while, but maybe any tip on how to start I will really appreciate it.


Thanks

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