Simulation of fluids in games has been limited due to the computational challenges. This article describes numerical techniques used to compute approximate solutions to fluid motion.
This is a series of articles on fluid simulation. This article augments fluid simulation to include two-way fluid-body interaction and allow rigid body interaction.
This is a series of articles on fluid simulation for video games. This article describes a process for profiling CPU usage and uses that information to optimize and further parallelize the code so that it runs faster.
In this article, Alex Champandard describes how to accelerate Multi-threading Line-of-Sight calculations to improve AI sensory system performance through the concept of a centralized sensory system using a mini-game prototype AI Sandbox.
I have summarized some experiences on how to download and build POV-Ray* projects here for future use.Several links for POV-Ray
Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
This is a series of articles on fluid simulation for video games. This article describes a radically different technique for computing velocity from vorticity, one of the cornerstones of the fluid simulation presented in these articles.
This is a series on fluid simulation for video games. This article explains how to integrate a fluid simulation into a typical particle system and introduces motion resulting from arbitrary external affectors (such as wind and forces).