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Tides symulation

  • 5 Devlogs
  • 9 Total hours

A 3d visualizer and symulation of how tides caused by satelites(for eg. Moon) act on fluids and create tides.

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20m 13s logged

I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that).

Of course i needed to scale it a bit, so you can see the water deformation.
It looks realy cool when the water is “streched” too much:

I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that).

Of course i needed to scale it a bit, so you can see the water deformation.
It looks realy cool when the water is “streched” too much:

Replying to @kuba_ch101

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2h 35m 2s logged

Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break.
Current view:

Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break.
Current view:

Replying to @kuba_ch101

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1h 50m 16s logged

I improved my shader for solid bodies:
-shading responds to motion(previously it looked like the light sorce was moving with the object)
-now the shading is done per pixel(not per vertex)
-a bit of color is added to the opposite side

Here you can see before and after:

I improved my shader for solid bodies:
-shading responds to motion(previously it looked like the light sorce was moving with the object)
-now the shading is done per pixel(not per vertex)
-a bit of color is added to the opposite side

Here you can see before and after:

Replying to @kuba_ch101

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1
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2h 28m 43s logged

Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird.

Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird.

Replying to @kuba_ch101

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1
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1h 57m 36s logged

Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part.

Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part.

Replying to @kuba_ch101

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