![]() This term depends only on local variables and is zero outside vortical regions. Results show that, although the RLE-based simulator can take several times longer than the current simulator to complete a given simulation, the memory usage is significantly reduced, making an RLE-based simulation preferable in a few specific circumstances.Ī new ‘‘vorticity confinement’’ method is described which involves adding a term to the momentum conservation equations of fluid dynamics. The modified LBM is implemented within the open-source 3D animation package Blender and compared to Blender's current LBM simulator using the metrics of memory usage and time required to complete a given simulation. This thesis modifies the LBM to utilize a recursive run-length-encoded (RLE) grid data structure instead of the standard fixed array of grid cells, which reduces the amount of memory required for LBM simulations as well as allowing the domain to grow and shrink as necessary to accomodate a liquid surface. Unfortunately, current LBM simulations also suffer from high memory usage and restrict free surface fluids to domains of fixed size. The Lattice-Boltzmann Method (LBM) is one fluid simulation technique that has gained recent popularity due to its relatively simple basic algorithm and the ease with which it can be distributed across multiple processors. Much of this imagery needs to be as realistic as possible, and animators have turned to techniques such as fluid simulation to create scenes involving substances like smoke, fire, and water. We want our players to feel like they are the pioneers of a brand new world - a world that is both curious and mysterious, but also harsh and unforgiving.Computer-generated imagery is ubiquitous in today's society, appearing in advertisements, video games, and computer-animated movies among other places. On the other hand, the artistic style and theme of the game will be very strange and almost magical, where some animals grow like plants, and some plants breathe and have beating hearts. Finding the bud of an extremely rare plant that only blossoms on the top of a mountain might grant your character levitation, which will give you the possibility to explore new areas that you could not have reached before, or you might use your powers to float unheard in a village and rob the inhabitants blind.īoundless will be an extremely realistic game when it comes to survival. These items will be everything from general utility items that make your life easier to items that grand you seemingly magical powers. Discovery will be the basis of the game's progression system. To discover new things is what will set Boundless apart from other games. Boundless will also be full of scripted events, mysterious caves, and a civilisation unlike anything you've ever seen before might be just around the corner of an organic, purple tree. Eat the wrong type of fruit and watch your character vomit his guts out.Īfter securing basic needs, the player will most likely explore his surroundings, perhaps looking for a better shelter or an easier and more efficient food source. The player will be very susceptible to harsh conditions - run around too long in the cold rain and you might catch pneumonia and die. The player will wake up on a completely unknown and mysterous world and will first have to survive by securing basic needs such as water, food and a warm place to sleep for when the sun sets. Our three design guidelines " survive, explore, discover " explain the world of Boundless very well. That's where the concept of Boundless was born - a hardcore and complex game that does not follow today's casual design standards. We have always wanted to develop a complex and unforgiving game that we ourselves would love to play instead of a game that would appeal to the biggest audience. Boundless is a hardcore sandbox survival & exploration game unlike any you have ever played before.
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