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Bullet-FLUIDS
	Experimental SPH fluid and heightfield fluid system for:

		Bullet Physics 2.81
		http://bulletphysics.org
	SPH fluid system based on
		FLUIDS v.2
		http://www.rchoetzlein.com/eng/graphics/fluids.htm
	Heightfield fluid system based on 
		'HeightfieldFluidDemo' of Bullet Physics 2.80(rev2531)
	
/Requires:
	Visual C++ 2005/2008/2010
	bullet-2.81-rev2613

/Tested with:
	Windows 7
	Radeon HD 5850; Catalyst 13.4

	Visual C++ 2008 Express Edition
	bullet-2.81-rev2613
	AMD APP SDK v2.8


/Visual C++ Build instructions:
	-Copy bullet-2.81-rev2613 over the directory supplied by Bullet.
	(replaced files:
		bullet-2.81-rev2613/build/premake4.lua
		bullet-2.81-rev2613/Demos/premake4.lua)
	
	-Run vs20*.bat in ./bullet-2.81-rev2613/build
		(e.g. vs2008.bat)

	-Build project 'App_FluidSphDemo' or 'App_HeightfieldFluidDemo' in 
	./bullet-2.81-rev2613/build/vs20*/0BulletSolution.sln

/FluidSphDemo build notes(default assumes AMD/Radeon OpenCL):
	-If using an OpenCL Library from NVIDIA,
	edit 'function createFluidSphDemo()' in Demos/premake4.lua:
		USING_AMD_OPENCL = false
		
	-If building without OpenCL, edit 
	'function createFluidSphDemo()' in Demos/premake4.lua,
		USING_OPENCL = false

	and comment out this line of FluidSphDemo/FluidSphDemo.h:
		//#define ENABLE_OPENCL_FLUID_SOLVER
		
	-Run vs20*.bat in ./bullet-2.81-rev2613/build after modifying premake4.lua
	
/FluidSphDemo - enabling Multithreading support:
	-Requires 'BulletMultiThreaded' library, which may
	be obtained by building Bullet with CMake(see Bullet instructions).

	-Add BulletMultiThreaded.lib to linker options.
	
	-Uncomment this line of FluidSphDemo/FluidSphDemo.cpp
		#define ENABLE_MULTITHREADED_FLUID_SOLVER
		
/FluidSphDemo Controls:
	'q' - switch rendering mode(points, spheres, marching cubes)
	'e' - toggle between CPU and OpenCL/GPU
	'[' - previous demo
	']' - next demo
	'n' - halve the number of fluid particles
	'm' - double the number of fluid particles
	'/' - spray particles
	
/HeightfieldFluidDemo Controls:
	'k' - toggle fluid rendering as triangles
	'l' - toggle ground rendering as triangles
	';' - toggle fluid rendering as columns
	 '  - toggle ground rendering as columns
	
	'v' - draw voxels
	'/' - draw velocity field
	

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