https://linen.dev logo
Mm, I'm not if I understand the question. Can you ...
# general-help
l
do you care about physics?
Whats the context here? Is your map underwater? Do you need the map to have accurate flow physics according to stuff?
This program calculates the governing equations of fluids and solves physics/academics style problems of real world problems.
If you need to calculate a flow field once and then map that to the game, thats probably fine. If you need this to run once ever loading screen then the answer is probably, not its not worth your time.
i
I'd like to model believable wind currents. It doesn't have to be 100% real life accurate. As long as it seems real an approximation is fine. I don't want to calculate it runtime. I'd like to prerender it once against static objects
And then use it as read only data
Thank you for your input
l
then it should work, shouldnt be too difficult
the worst part will probably be to define proper boundary conditions for you
i
Would you say it's worth learning this tool and creating unity adapters over creating own naive implementation of wind simulation?
l
what I mean is, at the boundaries of your game world, you gotta tell it what goes into infinity there. As an example, if you have a mountain range dividing a cold and hot area, and your world plays in the hot area, you would tell the program that behind the mountains its very cold and the flow would adjust istelf.
Depends how you'd want it. If your game requires realistic wind, this isnt a bad idea to do. But dont forget that air is invisible and the only thing players carea bout for wind if its just ambience is moving things and some sounds
i
The wind is meant to be a core mechanic of this game interacting with player. I'll give it a try then. Thank you ❤️
z
Does the wind flow around objects, or is it just an empty domain?
Does the wind ever change, or is it always coming from the same direction?
i
I imagined that the wind could enter from one side of the map at a static angle and exit through other side flowing around mountains and objects. I'd like to run the simulation until the wind becomes stable and then freeze it and maybe compress to some manageable size.
l
That's 100% managable yes
i
Awesome!
z
Definitely possible, though not necessarily easy for a beginner (nothing is with CFD)
Do you want the wind to vary with height like the real wind does? (Look into the 'atmospheric boundary layer')
i
Yeah no, that would definitely be an overkill 😅. I don't care about this level of detail. I didn't even know that's a thing. After some consideration I think I'm not actually gonna go with openFOAM. It seems like extracting compatible cfd meshes and configuring this tool requires more work than implementing own naive solution. I appreciate your help though. You seem like really kind and cool community.
z
Probably, yeah - if you're just going for something that looks alright to the human eye, there are much easier ways to go 😅
Just creating your own wind vector field by hand would probably be faster, easier, and people wouldn't be able to tell the difference
2 Views