this post was submitted on 25 Sep 2023
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I'm working on a simulation toy, and I want to model wind on my world/levels.

I'm currently using playrho (a box2d fork) with gravity set to 0 to model a top down view.

I assume the wind will be represented as a vector field. But I'm unsure what method to use to get this field.

Could someone point me in the right direction? Should I be looking at the navier-stokes equation? Does anybody know of any relevant tutorials?

Thanks in advance!

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[–] e0qdk@kbin.social 4 points 1 year ago

If you want to write it as a fluid sim, you can take a look at "Real-Time Fluid Dynamics for Games" by Jos Stam.

There was also a series of articles by Michael J. Gourlay on Intel's website (maybe about a decade ago?) called "Fluid Simulation for Video Games". I'm having trouble finding an index of it, but individual PDFs for some of the entries show up in Google -- you might need to go digging around archive.org for that one, but it had a lot of interesting info in it. I think there were somewhere around 20-ish parts and some of the later entries discussed things like modeling heat.

That might be more detailed than what you're interested in, though; the rabbit hole on this subject goes deep...