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#physicssimulation

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Let's say that I want to start a FOSS indie game project.

I want to make a 3D game that requires a ton of background rigid body physics simulation and simplified fluid simulation, and I want it to run well both on Nvidia and AMD graphics cards (and fall back to hopefully tolerable performance on CPU). I want to use modern tools that will make my job as easy as possible, particularly with preventing me from creating buggy code in the first place.

What tools, techniques or other resources do you recommend I use or read up on? Do you have any personal experience with similar projects?

Boosts very welcome!
:boost_ok:

#FOSS #FLOSS #gamedev #gamedevelopment #indiegamedev #physicssimulation #GPUacceleration

Now I'm wondering: is there a collection of contraptions and levels built for @principia to play with it around like in #TheIncredibleMachine? Sort of a #RubeGoldbergMachine, but with #DIY set to make more such levels, you know... :ablobcatwave:

Post inspired by mastodon.social/@256/112417780 and reminiscing about mid-00s #RubeGoldberg type videogame that I can't remember the name of.

Mastodonnever obsolete (@256@mastodon.social)Attached: 1 image The Incredible Machine 2 (1994)

The difficult part about using multigrid technique with portals present is interpolating the values of the coarse grid back to the fine grid.
In my simple 2grid v-cycle I just avoided the problem by just allowing portals on the middle linea between the coarse vertices. So passsing a portal doesn't change the grid. But if I want multiscale grids that is a harsh limitation.

One idea is to first spread out the coarse grid values voronoi-style and then do some smoothing interpolation.

Other ideas? Calculation-cheap ideas?