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Medieval engineers free demo
Medieval engineers free demo








medieval engineers free demo

I then calculate amounts to transfer (normalized area * the source cell's amount). I then normalize the areas using this sum. Then I calculate the area of intersection between those rectangles and the diffusion area. I then calculate rectangles for T/B/L/R and the source cell. It is a rectangle centered at the cell's COM, with a width and height equal to diffusion radius * 2. If the cell is not liquid or is empty, I skip it. To do diffusion, I iterate trough the cells. If it is false, we calculate the COM to be grid coordinates + 0.5, then set it to true (I don't like this very much) "Initialized" is used when getting a neighbor cell. When I add fluid to the simulator, I set the COM to grid coordinates plus 0.5 and amount to 1. My cell structure contains an amount (a float), cell type (wall or liquid), a delta (float), a COM (vector), initialized (bool). Petr loves solving challenging problems, especially those which everyone says it is impossible to solve.Īt this time, Petr is working on the next generation of VRAGE engine, focused on liquid and fluid simulation. Then he started to work in Keen Software House with Marek Rosa on his game Miner Wars and during the last 11 years he has helped make Space Engineers unforgettable and the company famous.

medieval engineers free demo

He spent three years in 2K Czech working on Mafia 2 at various programming positions until the game was released. Petr has been interested in programming since his childhood, when he earned money by gathering old paper and bought Didaktik Gama, national clone of ZX Spectrum. Petr is a former leader of the team who successfully developed and released Space Engineers, and who developed the most important parts of its codebase.

medieval engineers free demo

Petr Minařík is lead programmer at Keen Software House, an independent game development studio best known for its best-seller Space Engineers (over 4 million copies sold). Vrage Engine: Space Engineers: Keen Software House: Medieval Engineers: GoodAI: General AI Challenge: Personal bio: By their interaction with each other the effect of flowing liquid is created. Smoothed particle hydrodynamics (SPH)īased on simulation of a high amount of small particles. Both of them attempt to simulate water based on famous Navier-Stokes equations describing flow of incompressible liquids. There are basically two main approaches used for liquid/fluid simulation. There are many features we might consider, like air pressure simulation, inner flows, vortices, viscosity, water color, gas / air tightness, lava, acids, moving sands, siphoning, AI simulation, and many others.

  • Surface tension - water creates globules in zero gravity.
  • Pressure - level equalization, high hydrostatic pressure at high depths.
  • Scale - from a small pond to a water planet.
  • Buoyancy - Archimedes principle, hole detection, ship sailing.
  • Flow simulation - with an arbitrary gravity, throughput based on hole size, mass conservation.
  • Volumetricity - fully 3D simulation, no 2D planes or height fields.
  • medieval engineers free demo

    These are the features we consider as a top priority: Volumetric water must be simulated with all possible natural phenomena, on planetary scale, creating flows like rivers and waterfalls, all while still being interactive and allowing players to to fully interact with and manipulate it. Any simplification like that reduces player possibilities of interactivity. Any kind of simplification like plane or sphere approximation is a no go for us.










    Medieval engineers free demo