Inspiration
While looking for data on ocean current data, I found that most only covered broad strokes and didn't have any fine details. I then thought that I could estimate the finer details using a fluid simulator.
What it does
FluidToy implements a real-time fluid simulation algorithm to generate a velocity vector field. It can also interact with physics objects to simulate objects drifting on currents.
How we built it
I implemented the fluid simulation algorithm in C#, and used Unity to visualize it and have it interact with physics objects.
Challenges we ran into
It was difficult to tune the parameters for the algorithm to get the correct results, and it required a lot of fiddling.
Accomplishments that we're proud of
I've never attempted any sort of simulations before, and I'm happy with how my first attempt turned out.
What we learned
Fluid mechanics is hard.
What's next for FluidToy
Better user interface, changing of parameters during run-time, non-square borders.
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