PixelJunk Shooter 2 and SideScroller: Fluid And Lighting Part t 1

LoadHitStore · 9K views · 2011 · 14:51

Open on YouTube

Game programming & enginesComputer graphics & renderingtalk

Why Game Development Stack Exchange recommends it

Game Development Stack Exchange users link it when someone asks how PixelJunk Shooter simulates liquids or how to build real-time 2D water physics.

Recommended by 1 people across 1 different months, 2011 to 2014.

What it is

Part 1 of a recording of the SIGGRAPH presentation by Q-Games on the fluid dynamics and lighting systems in PixelJunk Shooter 2 and SideScroller. It covers how the developers built their 2D particle-based liquid simulation and the lighting that goes with it.

What people said

Recommends Max Dohme · 2011-09 · Game Development Stack Exchange · on “How does pixeljunk shooter simulate its liquids?”

There is an excellent SIGGRAPH presentation on PixelJunk Shooter 2's lighting and physics simulation, including fluid mechanics, available on youtube [this video] .

Cites Tristan Crockett · 2012-02 · Game Development Stack Exchange · on “Resources of realistic water simulation?”

Q-Games presented [this video] their system for Pixeljunk Shooter at SIGGRAPH: Disclaimer: I got this information from another StackOverflow post [LINK] . I've also seen those slides in PDF/Powerpoint form, but don't know where they are at the moment. All of the information is available in the Youtube videos, however.

Cites Tofu_Craving_Redish_BlueDragon · 2014-11 · Game Development Stack Exchange · on “2D Distance Field as collision handler method”

Pixeljunk Shooter has really cool fluid simulation. I found the dev's video explaining what they did. Here [this video] I understand that it is particle based simulation Smoothed Particle Hydrodynamic [LINK] I can find adequate resources and even books covering this topic, but I can't find resources for the "collision" All I can find about using distance field for collision are very tough article [LINK] and some vague description [LINK] The second resource states Using a signed distance field then makes it very easy to check if a particle is colliding with our environment - simply sample the distance field at the particle position and if the magnitude of the distance is negative we have a collisi