Best Way To Implement Flooding
Posted 09 May 2010 - 08:47 PM
I guess some sort of physics thing would be needed for best results.
Posted 09 May 2010 - 11:12 PM
Posted 10 May 2010 - 12:36 AM
Posted 10 May 2010 - 04:13 PM
If you're persistent though, you can start by investigating how this guy made his simulation: http://www.youtube.c...h?v=0bL80G1HX9w There is source code in C# on his website, as I recall.
I don't think GM is particularly well suited to this problem though, since you need a lot of particles, and the rendering technique he used (metaballs) isn't likely to be easy to translate to GML. The best I can find in regards to metaballs is this blog post: http://www.messy-min...7/2d-metaballs/
Edited by 1800askgeek, 10 May 2010 - 04:15 PM.
Posted 10 May 2010 - 04:52 PM
Posted 10 May 2010 - 05:27 PM
Edit: Actually, you might be able to take that and make it more dynamic by using a few particle objects to detect where to flow only, and doing rendering based on a simpler horizontal model. Not sure if the results would look good or not though.
Edit2: Probably the biggest challenge if you went that route is figuring out how to make U and O shaped spaces fill dynamically.
Edited by 1800askgeek, 10 May 2010 - 05:42 PM.
Posted 10 May 2010 - 06:00 PM
Posted 10 May 2010 - 06:05 PM
Posted 10 May 2010 - 06:09 PM
Posted 12 May 2010 - 04:20 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users