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Fluids in BGE Update: Surface and Collisions in the works

15

Ian Johnson and Andrew Young give an update on their work on the real-time particle fluids for the Blender Game Engine (see also our previous post). With an introduction in Chinese, for some reason ;-)

enjalot writes:

Hey BlenderNation! We just wanted to provide a quick video updating everyone on our progress in adding a real-time fluid simulator to the Blender Game Engine using OpenCL. We still have a lot of work ahead of us but this should let you see where we are headed :)

You can read more details about what we've been doing here:

http://enja.org/2011/02/10/particles-in-bge-fluid-surface-and-collision-in-the-works/

15 Comments

  1. Congrats on the progress guys, it looks really neat considering it is running in the BGE, my question is how much FPS are you getting on this, and how much could most people add before their computer came to its knees?

  2. Great work! Software vendors are taking notice of this I'm sure. This type of creative enthusiasm to create cool new features for Blender is unrivaled in the commercial world.

  3. Hey, I'd love to see the video, but there's a bit of trouble with Vimeo and 64bit Linux these days (tried several browsers, no go...) Does anyone care to post the video on youtube?

  4. Thanks guys!

    @Goeland: here's a youtube link, just for you! http://www.youtube.com/watch?v=gzAcVbbNTqk

    @Inferno: good question, right now the rendering is slowing us down a lot, but we are using a temporary (and slow) phase right now that should be sped up a lot when we replace it. The simulation FPS depends on the number of particles, right now we can get 60fps with 16k particles on the GTX480, but things slow down a good bit when going to the 8800GTX for example.
    There are still optimizations available to us that will help a lot with older graphics cards (basically the new Fermi architecture does a lot of nice things for the programmer making them lazy) but we also have things we can do to improve performance in general.

  5. Enjalot, thanks a ton!

    And that looks awesome! I can't wait 'til you guys get this thing in place, and optimized. I know we have the complete fluid simulator for animations, but this seems like it would allow more flexibility for all users in the long run, not just game devs :)

    I'd love to see how good an optimization you can actually push, since I'm still on a 7800GT ;-)

  6. Great stuff ! Thanks for the input. I love all the CFD stuff and I would sell my soul to lern and understand how to code this sort of things :) I envy you :p Cheers!

  7. Looks great, especially considering that this isn't even a mainstream feature - 99% of the game engines out there don't have realtime fluid.

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