Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I think I was pushing the limits of what the service could handle with my fluid simulations. They're pretty choppy on first playback, but run smoothly the second time.

Block - https://asciinema.org/a/125371

Waterfall - https://asciinema.org/a/125380



Those are worth an HN thread of their own imo. Maybe a blog post or github page explaining how you did this


I built it to be a reference implementation for "Fluid Simulation for Computer Graphics" (1st Ed.) by Robert Bridson. The book is a cleaned up version of his free course notes. If I had the time, I'd clean up the code a little because the book already has a great explanation of how it works.

https://github.com/cgmb/euler


These remind me of the ASCII fluid submission [0] at IOCCC 2012 [1] by Yusuke Endoh. The source [2] itself can be used as an input to the program (see video [3]), and he also made a colour version [4].

[0]: https://www.ioccc.org/2012/endoh1/hint.html

[1]: https://www.ioccc.org/2012

[2]: https://www.ioccc.org/2012/endoh1/endoh1.c

[3]: https://youtu.be/QMYfkOtYYlg

[4]: https://www.ioccc.org/2012/endoh1/endoh1_color.c


That was one of the inspirations for my work. His simulation is Lagrangian (particle-based) while mine is Eularian (grid-based).


Wow!




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: