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Terrarum/work_files/GameDesign/FLUID_SIMULATION.md
Minjae Song ad8d3ba210 see page 9
2018-12-12 18:49:18 +09:00

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Before we begin, please read following articles:

Serialisation

  • FluidType: Hashed list of BlockAddress, Int
  • FluidFill: Hashed list of BlockAddress, Float32

Notes

  • By doing this, you dont need 16 blocks to represent a water; you only need 1 block for all kinds of fluids
  • 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