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	<title>Comments on: Water simulation in Arcane Worlds</title>
	<atom:link href="https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/feed/" rel="self" type="application/rss+xml" />
	<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=water-simulation-in-arcane-worlds</link>
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	<item>
		<title>By: Reload</title>
		<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/#comment-218</link>
		<dc:creator>Reload</dc:creator>
		<pubDate>Mon, 23 Apr 2012 09:01:41 +0000</pubDate>
		<guid isPermaLink="false">http://ranmantaru.com/?p=155#comment-218</guid>
		<description>Hi,

thanks to you I did this last month : http://www.youtube.com/watch?v=1hti5VgKZ6s

Thanks again!</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>thanks to you I did this last month : <a href="http://www.youtube.com/watch?v=1hti5VgKZ6s" rel="nofollow">http://www.youtube.com/watch?v=1hti5VgKZ6s</a></p>
<p>Thanks again!</p>
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	<item>
		<title>By: Loren</title>
		<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/#comment-183</link>
		<dc:creator>Loren</dc:creator>
		<pubDate>Sun, 22 Apr 2012 07:46:56 +0000</pubDate>
		<guid isPermaLink="false">http://ranmantaru.com/?p=155#comment-183</guid>
		<description>The expertise shines through. Thanks for taking the time to asnewr.</description>
		<content:encoded><![CDATA[<p>The expertise shines through. Thanks for taking the time to asnewr.</p>
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	</item>
	<item>
		<title>By: Water simulation on the GPU &#124; Reload&#039;s Blog</title>
		<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/#comment-134</link>
		<dc:creator>Water simulation on the GPU &#124; Reload&#039;s Blog</dc:creator>
		<pubDate>Thu, 22 Mar 2012 12:56:02 +0000</pubDate>
		<guid isPermaLink="false">http://ranmantaru.com/?p=155#comment-134</guid>
		<description>[...] by this anf this, I implemented a water simlation on the GPU. It still a WIP, but here are the first showable [...]</description>
		<content:encoded><![CDATA[<p>[...] by this anf this, I implemented a water simlation on the GPU. It still a WIP, but here are the first showable [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Reload</title>
		<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/#comment-74</link>
		<dc:creator>Reload</dc:creator>
		<pubDate>Wed, 29 Feb 2012 11:02:55 +0000</pubDate>
		<guid isPermaLink="false">http://ranmantaru.com/?p=155#comment-74</guid>
		<description>Thanks for the reply!

I&#039;m on my way trying to implement this myself!

Thanks again for sharing!</description>
		<content:encoded><![CDATA[<p>Thanks for the reply!</p>
<p>I&#8217;m on my way trying to implement this myself!</p>
<p>Thanks again for sharing!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: e-dog</title>
		<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/#comment-73</link>
		<dc:creator>e-dog</dc:creator>
		<pubDate>Tue, 28 Feb 2012 13:09:26 +0000</pubDate>
		<guid isPermaLink="false">http://ranmantaru.com/?p=155#comment-73</guid>
		<description>The grid is 256x256, just like land heightmap.
It&#039;s rather small, yeah. But it allows to run complex procedural generation methods in short time, and water simulation doesn&#039;t consume too much CPU too.
I might increase it to 512 later if performance tests will show it&#039;s OK for most people.

The foam amount is increased when gravity acceleration is applied, and in special cases like &quot;hitting a wall&quot;. It then fades out with time.
Yeah, the foam is there to give a feeling of flow. The mapping is randomly shifted and rotated and then advected by flows for a short time. There are two mappings actually, cross-fading continuously because with long advection time a mapping becomes too distorted.</description>
		<content:encoded><![CDATA[<p>The grid is 256&#215;256, just like land heightmap.<br />
It&#8217;s rather small, yeah. But it allows to run complex procedural generation methods in short time, and water simulation doesn&#8217;t consume too much CPU too.<br />
I might increase it to 512 later if performance tests will show it&#8217;s OK for most people.</p>
<p>The foam amount is increased when gravity acceleration is applied, and in special cases like &#8220;hitting a wall&#8221;. It then fades out with time.<br />
Yeah, the foam is there to give a feeling of flow. The mapping is randomly shifted and rotated and then advected by flows for a short time. There are two mappings actually, cross-fading continuously because with long advection time a mapping becomes too distorted.</p>
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	</item>
	<item>
		<title>By: Reload</title>
		<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/#comment-72</link>
		<dc:creator>Reload</dc:creator>
		<pubDate>Tue, 28 Feb 2012 10:22:58 +0000</pubDate>
		<guid isPermaLink="false">http://ranmantaru.com/?p=155#comment-72</guid>
		<description>Hi,

Thanks for the info! 

May I ask what&#039;s the size of your grid? 
And what the foam amount is based on and used for?  I&#039;d say that the amount of foam is proportionnal to the flow speed and used to help visualize the direction and speed of the flow, but it&#039;s pure speculation!

How are you mapping the foam texture? Are you just offsetting the UV coordinates by the flow speed x delta time?</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>Thanks for the info! </p>
<p>May I ask what&#8217;s the size of your grid?<br />
And what the foam amount is based on and used for?  I&#8217;d say that the amount of foam is proportionnal to the flow speed and used to help visualize the direction and speed of the flow, but it&#8217;s pure speculation!</p>
<p>How are you mapping the foam texture? Are you just offsetting the UV coordinates by the flow speed x delta time?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: e-dog</title>
		<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/#comment-71</link>
		<dc:creator>e-dog</dc:creator>
		<pubDate>Mon, 27 Feb 2012 17:09:08 +0000</pubDate>
		<guid isPermaLink="false">http://ranmantaru.com/?p=155#comment-71</guid>
		<description>It&#039;s CPU-based grid processing algorithm.
Each grid cell has water amount (height), flow speeds (x/z) and foam amount.
Amount of water is defined in the cell center, while flows are on the (positive direction) edges.
So each cell has 4 flows for each edge, but 2 of them are shared with neighbors.

Basically, the flows are accelerated with gravity, and then water is transferred out of the cell to neighbors based on the flows.</description>
		<content:encoded><![CDATA[<p>It&#8217;s CPU-based grid processing algorithm.<br />
Each grid cell has water amount (height), flow speeds (x/z) and foam amount.<br />
Amount of water is defined in the cell center, while flows are on the (positive direction) edges.<br />
So each cell has 4 flows for each edge, but 2 of them are shared with neighbors.</p>
<p>Basically, the flows are accelerated with gravity, and then water is transferred out of the cell to neighbors based on the flows.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Reload</title>
		<link>https://ranmantaru.com/blog/2011/12/26/water-simulation-in-arcane-worlds/#comment-70</link>
		<dc:creator>Reload</dc:creator>
		<pubDate>Mon, 27 Feb 2012 15:39:57 +0000</pubDate>
		<guid isPermaLink="false">http://ranmantaru.com/?p=155#comment-70</guid>
		<description>Hi!

I am very impressed by your technical demo and very interested by your technical posts...

I am working on a similar pet project and have wanted to implement a water simulation like yours. So I&#039;ll be very interested by a post on your water simulation implementation. Please ! :-)

Is it based on the technique you described in your erosion post? Is it GPU based? (I don&#039;t think so, by the way the CPU usage evolves when adding water in the demo). Anything you might say regarding the technique you developped would be great to read!

Oh, I forgot : Well done!</description>
		<content:encoded><![CDATA[<p>Hi!</p>
<p>I am very impressed by your technical demo and very interested by your technical posts&#8230;</p>
<p>I am working on a similar pet project and have wanted to implement a water simulation like yours. So I&#8217;ll be very interested by a post on your water simulation implementation. Please ! <img src='https://ranmantaru.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Is it based on the technique you described in your erosion post? Is it GPU based? (I don&#8217;t think so, by the way the CPU usage evolves when adding water in the demo). Anything you might say regarding the technique you developped would be great to read!</p>
<p>Oh, I forgot : Well done!</p>
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