Iβm looking for a way to approximate the volume of fluid moving along a height map. The simplest solution that I can think of is to approach it as a large number of not elongated spheres of small diameter (<0.1 m). Then I placed a visible plan representing the surface of the water at the "top" of the spheres, in the places where they stopped. As far as I know, no controlled physical engines contain a built-in liquid simulator, hence the question.
The implementation will consist of using a physical engine, such as JigLibX, which is able to simulate the movement of spheres. To determine the height of the planes, I thought about averaging the maximum height of each sphere located on the top layer of the grouping.
I do not expect performance to be great, but will it be available in real time? If not, can I use this simulation to pre-bake flow lines?
Hope this makes sense, I really need opinions / suggestions as to whether this is possible, or if there is a better way to approach this.
Thanks for any help, Venato
(If relevant, my target platform is XNA 4.0, using C #. Windows only at that point in time, so PhysX / Havok is a simulation tool, but I would prefer a managed solution)
Venatu
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