Oh these dynamics!

I have been working diligently on getting the proper hydrodynamics for these bodies that have meshisntances at different locations from the global center and different mass's, shapes, etc. CURRENTLY, its not bad honestly! It is better even than the original calculations that no one yet had experienced (luckily lol).
This time around I have issue with not having too much excessive upward buoyancy forces against hte force of gravity and considering the density of water versus air on how 'fluid' the motion should change realistically. This has caused some very unusual 'bouncing' on the water surface lol. I am working to get it accurate. Its kind of fun to try to tweak over and over honestly. Im having a great time figuring it out. I have learned a LOT doing this developmental game so far about general phsyics.
The next update WILL HAVE as much as possible that I can include, the best water dynamics you will find in games WITHOUT ARTIFICIAL MOVEMENTS! No forced angular damping, no forced linear velocity changes, etc! EVERYTHING will be proper with limitations of the frame rates and such of course :P STay tuned for better hydrodynamics coming soon. THEN I can start again back on the aerodynamic side, which I know a LOT MORE about :).
What a journey so far!
Files
Fluid Dynamix
Accurate fluid simulation in Godot 3.6
| Status | In development |
| Author | mojogo |
| Genre | Simulation |
| Tags | 3D, Godot, Vehicles |
| Languages | English |
More posts
- Reintroducing HydroDynamiX7 days ago
- Spawn Points and Center of Mass!10 days ago
- REVAMPING SCENES14 days ago
- Redo on scripts42 days ago
- Multiple Mesh Support!47 days ago
- Locations Locations!48 days ago
- Touch Support49 days ago
- Updated water physics buoyancy issue51 days ago
- Pre_Alpha Release!51 days ago
Comments
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I fixed the bounciness :) BUT we have another issue :/ Initial angular velocity direction on collision hit. That will be fixed through
tonight and tomorrow if I can. That is what is happening right now as a visual. The rotation velocity is reversed on the initial contact with the ground. Thereafter, its fine and rotates properly. Video:
I will post a video update soon of where I am with things :)
I found a game called Just Cause 3 that does some of the same water physics that I am working on right now! I just thought that was cool to find out :)