Sammanfattning

This project explores the unique challenges of implementing different kinds of Fluid Simulation for a 2D pixel-art environment in the video game Core Keeper. These simulations for viscid fluids are fully based on methods for the NS (Navier-Stokes) and the LB (Lattice-Boltzmann) equations and are compared to the game’s simpler, original WE (Wave equation) method implementation. The pros and cons of each implementation are compared on the basis of implementation-difficulty, computing-performance and compatibility with the game’s already established art-style. The original relative simplicity of the WE method yields great stable performance and sufficiently conveys simulated fluid in a visually intuitive way. The NS method required a convoluted implementation, but yields decent and stable performance and a significantly more detailed fluid simulation. In contrast, the LB method is prone to inaccuracy that may lead to instability under volatile conditions, making it an impractical candidate for an environment rendered in real-time. This project demonstrated broad potential for fluid simulation to be adaptable in a stylized virtual environment.

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