Water Simulation

Its been a while since my last post, had been busy with office work…sigh!!!

Anyways, I was poking around the web to come up with interesting water simulation techniques, as you could see in many games these days, so I did find a reference to an old C-based technique, after a little refinement, what I have is a water simulation which uses a very old algorithm based on two heightmaps.

As always it’s a grid based animation which divides the screen into a mesh(more slices better this simulation looks), I use a jagged array in c# to do this (load it with a texture of 640 X 480 dimension ), to animate I use another array of same dimensions, now to make everything move I kinda do something like this

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Liquid Particles

After ages of constantly being one of the most used browsers as well as a serious pain in Butt!!! IE is finally about to mature into something good and perhaps a useful software, with its support to most of the standards being used today, IE will join back the league of web 3.0 browsers, hopefully very soon

So I was going through various experiments done with Canvas and came across a great example on Liquid Particle physics simulation, which amazingly is written in JavaScript and Canvas element, I was so mesmerized by the application that I had to port it to SilverLight, using WritableBitmap.

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