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Liquid on iPhone and iPad


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#1 Guest_Reinder_*

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Posted 10 February 2011 - 09:00 AM

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After writing my first iPhone app some time ago (see: Navier Stokes: iPhone vs iPad), last week I wrote another one. Not very surprising, this app is again a fluid simulation.

Inspiration for the app is some liquid-simulation code I found floating around on the internet. As far as I can see the first implementation of the simulation is in java and can be found here. This simulator is already ported to flash, and (for some extra karma) to html5. Hoping for some karma left, I ported the code to iOS. I did some simplifications of the math, reducing the amount of operations in the inner loop and speeding up the simulation, but the algorithm is in fact the same as the java, flash and html5 port.

You can download the (free) app here or read more about it in this post.

#2 Kenneth Gorking

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Posted 10 February 2011 - 07:48 PM

This looks cool, I have had never heard of the MPM method before, so this is quite intriguing. How is the performance compared to SPH, and what are the drawbacks to this method, if any?
"Stupid bug! You go squish now!!" - Homer Simpson

#3 rouncer

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Posted 17 February 2011 - 05:27 PM

was cool to play with :)
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.





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