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fluid layer data and fluid sim specifications
See added note FLUID_SIMULATION
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work_files/GameDesign/FLUID_SIMULATION.md
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#### Before we begin, please read following articles:
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- Celluar Automata https://w-shadow.com/blog/2009/09/01/simple-fluid-simulation/
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- Pressure sim in DF http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php
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### Serialisation
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- FluidType: Hashed list of BlockAddress, Int
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- FluidFill: Hashed list of BlockAddress, Float32
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### Notes
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- By doing this, you don’t need 16 blocks to represent a water; you only need 1 block for all kinds of fluids
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- Storing the overfill (treat water as compressible) is important, will work as a temporary storage until the overfill is resolved, and rim of the update area will always be overfilled before they get updated
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