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Water simulation methods for games: a comparison

Published: 03 October 2012 Publication History

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.

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Cited By

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  • (2015)Rigid body interaction for large-scale real-time water simulationInternational Journal of Computer Games Technology10.1155/2014/5801542014(15-15)Online publication date: 1-Jan-2015
  • (2014)Cartoon Water Rendering with Foam and Surface SmoothingProceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment10.1109/SBGAMES.2014.25(230-239)Online publication date: 12-Nov-2014

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cover image ACM Other conferences
MindTrek '12: Proceeding of the 16th International Academic MindTrek Conference
October 2012
278 pages
ISBN:9781450316378
DOI:10.1145/2393132
  • Conference Chair:
  • Artur Lugmayr
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 October 2012

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MindTrek '12 Paper Acceptance Rate 19 of 43 submissions, 44%;
Overall Acceptance Rate 110 of 207 submissions, 53%

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Cited By

View all
  • (2015)Rigid body interaction for large-scale real-time water simulationInternational Journal of Computer Games Technology10.1155/2014/5801542014(15-15)Online publication date: 1-Jan-2015
  • (2014)Cartoon Water Rendering with Foam and Surface SmoothingProceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment10.1109/SBGAMES.2014.25(230-239)Online publication date: 12-Nov-2014

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