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Game Idea - Tube of raging water. How to implement?

Started by December 27, 2008 09:33 PM
3 comments, last by thiscloudnow 16 years ago
First of all, I'm assuming I'm posting in the correct forum heh :) I am a beginner and really just making games as a hobby, using XNA and Blender 3D (still waiting for softimage's mod tool to come up). As for the game idea, the player "stars" as some object (undecided) travelling through a transparent tube with raging water behind them. I figured if I was going to make this game I better get the water part figured out (rather fail at the beginning than at the end). I'm not looking for an exact answer unless... :P But rather any information, tutorial, or any advice to lead me in the right direction. Problem: How to make water travel through a tube as it would in the real world, and also have "physical movements" like reaching out for the player (some object) to demolish them. If a cut scene for the "reach and demolish" movement is the most efficient, how would this be achieved (programs, etc)? I haven't knowledge of animated movies. Thanks to whom ever replies in advance, Steven C.
45 views - Am I asking too much? Am I in the wrong place? Or not making sense?
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Not making sense...
You may not have had any answers because simulating water is hard. The reason being that hydrodynamic equations are hard. You might instead want to look into using a particle system to model small volumes of water that bounce around and metaball rendering to make it look like a natural fluid body.
Quote: Original post by Rattenhirn
Not making sense...


The camera would be in third person. If the person loses to much speed (by hitting other objects or the tubes wall) the water will destroy them, game over. To give it a twist the camera may revolve around the tube periodically(slowly of course). Thus I'll need to add the water in the picture, so the question is: How can it be done, efficiently and with desirable effects? Hopefully that clears some of it up.


Quote: Original post by dmatter
You may not have had any answers because simulating water is hard. The reason being that hydrodynamic equations are hard. You might instead want to look into using a particle system to model small volumes of water that bounce around and metaball rendering to make it look like a natural fluid body.


I've been constantly googling since I've posted, I understand a bit more now how complicated it is. I'm still unclear how particle systems work after looking at some during the googling, as well as the metaball rendering. I'll continue searching and studying lol, but if know of any other sources about this it would be greatly appreciated.

Thanks for the responses! Good to know someone is out there lol :)

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