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topotoylabs.bsky.social
// I enjoy pain. That is why I code simulation engines in C/C++: // https://topotoy.com // My blog: // http://brashandplucky.com
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It’s fascinating how the velocity field highlights water streams tracing “still active” solution paths, while everything else falls silent. #gamedev #solodev #indiedev #customengine #physics #sim #CFD #FluidDynamics

Witness FLIP water solve a maze!! 🌊 Stress-testing my FLIP fluids sim (incompressibility, no tunneling, etc...). #gamedev #solodev #indiedev #customengine #physics #sim

Just finished a PIC/FLIP fluid‐solver subclass on top of my custom Eulerian engine! 🚀 Plenty of room to optimize, but I’m thrilled with how it’s coming together. 🌊 #gamedev #solodev #indiedev #customengine #physics #sim

I did participate in a game jam this weekend. If you have a chance to test the prototype I would like to hear you opinion / feedback: ditiemgames.itch.io/shaman

I threw some multi-threading into my Eulerian fluid sim, using Red-Black Gauss-Seidel for the projection step and parallelizing all the embarrassingly-parallel bits. So now mid-sized sims crank out way faster. 2048x1024 cells here 👇 #gamedev #solodev #indiedev #customengine #physics #sim

Why do planes fly? (A simplified explanation) High pressure under the wing pushes up, and low pressure above pulls up. This net pressure difference creates lift. This is a visualization of the pressure field in yesterday's wind tunnel sim. #gamedev #solodev #indiedev #customengine #physics #sim

I'm having real fun with my tiny simulated wind tunnel. :-P Here's a NACA 0012 airfoil under an increasing angle-of-attack, facing boundary layer separation (stall) at about 12-15 degrees. #gamedev #solodev #indiedev #customengine #physics #sim

This is the tiny "MAC-grid Eulerian fluid solver" I just made. CFD puts a big smile on my face every. single. time. #gamedev #solodev #indiedev #customengine #physics #sim

I've been writing some code for efficient traversal in voxel spaces recently. Here's a visual comparison between the bresenham line algorithm, and the Amanatides-Woo "Fast Voxel Traversal Algorithm". #gamedev #solodev #indiedev #customengine

Visualization of efficient DDA traversal in a heightmap (for voxel terrain raycasting). The heightmap is binned into a multi-level structure beforehand. #gamedev #solodev #indiedev #customengine

Visualization of my 2D/3D infinite terrain streaming system. The white rect represents the screen the player sees. As the player moves, regions of the map are uploaded/offloaded on-demand; nearby regions become awake/sleep for simulation (e.g., physics). #gamedev #solodev #indiedev #customengine

Crude visualization of my "multi-cache infinite terrain streaming kit". White: current player tile. Green: tiles around the player within radius. Dark vs. Light green: flagged to be fetched vs. already available. Orange: active recently but flagged to be kicked out. Purple: kick out timer went off.

Surfing a voxelized landscape (wrong gamma!). #gamedev #solodev #sdl