Yet another implementation of Joe Stam's famous fluid simulation.
For fun!
Traveling this summer across the vast expanses of the Baltic (har), I wanted to encourage my 15 year old and game-ish coding seemed like a natural. And it worked! After seeing this coming to life, he wrote from scratch a fluid thing in Rust with ascii display :)
git clone [email protected]:clarktrimble/stam.git
cd stam
go test -count 1 ./... ## minimal
go run github.com/clarktrimble/stam/cmd/fluidsim
Translating the C from Stam's paper was a doddle. Wiring it up to the game engine was more of a challenge for me:
- I suppose these algorithms can be unit tested, but I threw up my hands :/
- Density being modeled here is of dye in an incompressible fluid, aha!
- Adding density and velocity via one of the swappable vectors still feels awkward.
- Much fiddling with with viscosity, diffusivity, etc. ...
Ebiten was easy to use. Want to try out the WASM feature!
C to Golang-isms:
- Does avoiding multi-dimensional arrays make sense in Golang?
- Getting there with Golang swap, which is awkward given its pointers.
I've tried to avoid optimizing so far. I'd like to dig into this soon!
I dig the Golang community, but I might be a touch rouge with:
- multi-char variable names
- named return parameters
- BDD/DSL testing
- liberal use of vertical space
All in the name of readability, which of course, tends towards the subjective.
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