more fluids
9 posts • Page 1 of 1
more fluids
I was thinking why an airplane wasn't working and I thought: where's the air in algodoo?
I propose adding different fluids that mimic real-life fluids (eg: air, oil ) to add more realism. Another great addition would be fluid density. That would allow your custom fluids to separate into layers when they are mixed.
I propose adding different fluids that mimic real-life fluids (eg: air, oil ) to add more realism. Another great addition would be fluid density. That would allow your custom fluids to separate into layers when they are mixed.
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icrls984 - Posts: 80
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Re: more fluids
That would be nice. But there'd be so much lag it'd be unusable.
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Sonic - Posts: 1467
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Re: more fluids
No I get what I could use it for. I just doubt the ability of Algodoo to render it efficiently.
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Sonic - Posts: 1467
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Re: more fluids
I'm with sonic. And, in most cases, you can replicate wind by spawning circles with a pre-set velocity, that practically all water is, a circle with fancy rendering and a different physics system, which I don't think will help too well with wind simulation.
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Re: more fluids
Maybe icris984 has a good point. Currently, Algodoo has air and air movement which is adjustable. You can adjust air velocity and air friction. Why not add density and viscosity to the air system that already exists? If that could be done with computation, then there would probably be little or no lag because the software would not be spawning circles as what it currently does for water creation.
Thoughts?
Thoughts?
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Xray - Posts: 500
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Re: more fluids
I actually like that idea. It seems to be more logical. I wonder how Rigid Chips did it.
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RicH - [Funniest Person 2010]
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Re: more fluids
Having not messed around with RigidChips, I can only guess that it simulates aerodynamic lift as well as drag on the various objects, which Algodoo doesn't. Algodoo could, though, and, as RigidChips demonstrates, it probably wouldn't cause too much lag. For boxes, I think that Algodoo need only take into account the orientation of the box, its velocity, and its shape; for circles, only its radius, velocity, and angular velocity; and for polygons, well, I don't know. Polygons would be complicated, but probably doable.
A while back (read: a few years ago), I remember that someone made an Excel spreadsheet that approxamated the lift and drag forces on a polygon by adding the respective forces on each of its sides, as if each side was a box of its own. Probably not the most accurate approxamation possible, but certainly better than what Algodoo has now.
A while back (read: a few years ago), I remember that someone made an Excel spreadsheet that approxamated the lift and drag forces on a polygon by adding the respective forces on each of its sides, as if each side was a box of its own. Probably not the most accurate approxamation possible, but certainly better than what Algodoo has now.
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Someone Else - Posts: 1147
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