iPhone fluid simulation (like in Liquid app, using gravity etc)

How can i achieve Liquid app style fluid simulation? An I need LBM or SPH? I think SPH is too heavy for use on iPhone. But water in Liquid looks like SPH.

Thank you!


By now, probably you already have an answer for your question. Anyway, I think SPH is what Liquid lite uses. With good physics and some openGL tricks it could be done: ie in liquid lite when you tilt the phone, it seems the screen scales up instead of using gravity. Whatever you decide to do, my suggestion is that write everything in C (not C++) that will definitely boost your performance. And if you are using float-point operations (likely in a fluid simulation), turn the "Compile for thumb" OFF (that's an optimisation just for integer operations). It will give you about 15% more performance.

Hope it helps.

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