SPH Demo

Xryme
Posts: 1
Joined: Sat Mar 12, 2011 3:33 am

SPH Demo

Post by Xryme »

Hey! I recently finished a tech. demo for a 2d foundations class that I took. I'm a 3rd year undergrad at Rochester Institute of Technology in Game Design and Development. This may be a bit below the stuff that goes on here, but I was curious what you guys thought of it as a 10 week undergrad project (SPH was not required by the class, I did it for the project because it's cool).

I did SPH for a puzzle platformer where our primary mechanic revolves around water.

I based my SPH kernels on Particle-Based Fluid Simulation for Interactive Applications By: Matthias Müller
and I used Particle Simulation using CUDA By: Simon Green for optimization.

We have 13k Particles in our demo colliding with 200 lines that make our level (it is hard to tell, but you can draw lines while the game is running) at about 600 fps on a 480 gtx, and are running the fluids with DirectCompute 10.

Check out the demo http://vimeo.com/20422500. The water comes in around midway.