Water simulation methods for games: a comparison

  • Authors:
  • Timo Kellomäki

  • Affiliations:
  • Tampere University of Technology, Tampere, Finland

  • Venue:
  • Proceeding of the 16th International Academic MindTrek Conference
  • Year:
  • 2012

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Abstract

Physics engines have created a whole new source of emergence and fun for digital games. Water simulation could add another similar emergent interaction element, but it is currently only rarely used as a part of gameplay. The reasons for this are analysed and different water simulation methods are compared, focusing on actual game usage. Based on this, we suggest using the extremely simple but fast pipe model. The simplicity of the underlying simulation can be masked in many ways using modern shader effects and other tricks. An example of the pipe method in action is given and compared to more sophisticated fluid solvers.