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Progress Report for v1.2 (with screenshots)!
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SteveTaylor
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Joined: 01 Jan 1970
Posts: 240

PostPosted: Tue Apr 11, 2006 2:49 pm    Post subject: Progress Report for v1.2 (with screenshots)! Reply with quote

Hey all,

I haven't updated the website lately as I've been pretty busy with the next version of the game. So far I've gotten a huge performance jump (%50-%100) in terms of framerate, so I intend to keep things that way. I've written the game over again competely from the ground up, prototyped code tends to be messy so I needed to start fresh.

I'm almost finished with GUI, so expect everything to be extremely customizable. One area I'm paying strict attention to is performance, so I've dedicated a complete option pane for optimizing performance on the spot. Also I'm doing some research on guassian winds and vortex creation (edit: both are just now implemented and working), so this should open up some doors for really amazing effects. Also I'm looking into streamlines/streaklines/pathlines/contours, which could also add some really cool visualizations.

I'm entering my game into a contest next week, so expect the new version to be out immediately afterwards. Almost every area of the game will be improved in some way, so be patient =). I've included a couple screenshots for your viewing pleasure:





Let me know what you think!


Last edited by SteveTaylor on Tue Apr 25, 2006 11:50 am; edited 1 time in total
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xpss2001



Joined: 20 Mar 2006
Posts: 109

PostPosted: Tue Apr 11, 2006 6:59 pm    Post subject: Reply with quote

NICE! cant wait to try it out Razz

Looks like you cleaned the GUI up alot. Nice job.

I especially like the music pitch increment option. Say no to chipmunks!

What contest are you entering?
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SteveTaylor
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Joined: 01 Jan 1970
Posts: 240

PostPosted: Tue Apr 11, 2006 9:45 pm    Post subject: Reply with quote

Its called Innovations 2006, it's hosted by GMU and there are cash prizes for each catagory. Hopefully I'll win something =).
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Bigfoot TI



Joined: 20 Mar 2006
Posts: 103
Location: in front of a computer

PostPosted: Wed Apr 12, 2006 5:35 am    Post subject: Reply with quote

The screenies alone blow me away, and I thought 1.0 was cool.
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eater



Joined: 07 Apr 2006
Posts: 1

PostPosted: Thu Apr 20, 2006 11:41 am    Post subject: Reply with quote

hey your games so awsome i created an account on the forums to ask you if the contest has a website i'd love to see what they have to say about it after the contest is over.
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FriendlyFire



Joined: 15 Apr 2006
Posts: 2

PostPosted: Thu Apr 20, 2006 12:50 pm    Post subject: Reply with quote

Not to be buggy, but it has been 9 days and I would really like to play V1.2 Very Happy
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SteveTaylor
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Joined: 01 Jan 1970
Posts: 240

PostPosted: Thu Apr 20, 2006 1:54 pm    Post subject: Reply with quote

Very soon =) I'm still juggling between school work and development but I hope to get the next version out by next week. Hang tight.

-Steve
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Mogzilla



Joined: 22 Mar 2006
Posts: 18
Location: Milky Way Galaxy

PostPosted: Sat Apr 22, 2006 4:31 pm    Post subject: Reply with quote

Yeah! Maybe my computer would be able to run it! Laughing
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LuminaryJanitor



Joined: 19 Mar 2006
Posts: 152

PostPosted: Tue Apr 25, 2006 3:48 am    Post subject: Reply with quote

The new features sound awesome. Looking forward to it (especially the params GUI Wink ).

A couple of questions:

Temperature shader. What is it? Does the fluid actually have a temperature property, or is it just something unrelated, shaded with the Predator colour set?

And what kind of system are you running? 'Cause unless you got your hands on a Blue Gene or something, 208 fps indicates some pretty impressive optimisation Very Happy
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SteveTaylor
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Posts: 240

PostPosted: Tue Apr 25, 2006 4:58 am    Post subject: Reply with quote

Luminary,

Since the calculations for the density are exactly the same as the temperature, I decided to save performance and just use the density values for any temperature calculations (like buoyancy). The temerature shader simply shows the intensity of the density. At a later date I may add an independent temperature field.

208 fps is not true =P. I had paused the game before the shot which caused the framerate to skyrocket. On average I've been seeing about 10 fps jump from where it was in the previous version though, and performance is much more scalable this time.
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Bigfoot TI



Joined: 20 Mar 2006
Posts: 103
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PostPosted: Tue Apr 25, 2006 8:14 am    Post subject: Reply with quote

the screenies are broken
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LuminaryJanitor



Joined: 19 Mar 2006
Posts: 152

PostPosted: Wed Apr 26, 2006 3:24 am    Post subject: Reply with quote

SteveTaylor wrote:
The temerature shader simply shows the intensity of the density. At a later date I may add an independent temperature field.

Cool, can't wait to see it in action!

I think you're right, a temperature field sounds like too much of a performance hit. Aside from the additional temperature variables themselves, if you wanted any impact on the actual fluid simulation I suppose you'd need a dynamic viscosity and diffusion rate for each grid point (or an appropriate temperature-dependent replacement for these constants in all relevant equations), as well as having another factor influencing buoyancy / gravity in addition to density.

Oh well, maybe when we're all running 8GHz processors you should give it a try Very Happy. Definitely worth keeping in mind for the (possibly distant) future, since dramatic variations in viscosity across the playing field could add a nice twist to gameplay.
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Bigfoot TI



Joined: 20 Mar 2006
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PostPosted: Wed Apr 26, 2006 8:09 am    Post subject: Reply with quote

Must've been something on my end, or in the middle, because the screenies are back. another site was acting up, as well. Oh well.

[voice=sarcasm]maybe if you turned the grid down to 10...[/voice]
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xpss2001



Joined: 20 Mar 2006
Posts: 109

PostPosted: Fri Apr 28, 2006 3:09 am    Post subject: Reply with quote

haha

I know someone with a supercomputer.. maybe ill get them to try this Razz

Dynamic viscosity sounds really awesome.. too bad

Ever thought of making the two different plasmas react with each other like in a chemical reaction? I dont know how you would do it, but it would be really cool Razz
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Bigfoot TI



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PostPosted: Mon May 01, 2006 2:35 am    Post subject: Reply with quote

since we're on the topic of distant tech, why not spring for a 3d holo view of it? go deep!
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