Keep in mind, this isn't rendered in real time. You probably won't see something this good inside of a video game as an immersion technique for at least another decade.
Dont worry Pal.
No matter how good the graphics becomes, when you're playing Elder Scrolls 14, you think "HOLY **** LOOK AT THAT STONE" but then a wolf will run backwards and sink into the floor, then you will know the difference between fiction and non fiction
I dont know man, the physics is designed to be perfect now but the main problem is that variables can **** up at any time. just one thing knocks it off course then you've got moon walking wolves that get eaten by ground.
Geez, just imagine the computing power that would be needed to render actual vector-based fluid mechanics in a real-time interactive game environment. Not saying it's impossible, but it's awesome to think we might have this one day.
Not so. Renderings like this display our ever-increasing knowledge of fluid mechanics. It may look like art but it's really the result of countless years of work on Navier-Stokes solvers. This sort of thing is a kind of proof of concept example of a solver that likely can/will be used to run fluid simulations for calculating drag and/or boundary layer development.
You probably don't care but I felt the need to come to the defense of my research field.
i'm aware from my mathematical curiosity that the navier-stoke's problem is one of the seven "Millennium Prize Problems". just wondering, but what would a complete and successful mathematical solution do for the fluid mechanics field?
I am very interested in everything you do. My neighbor wrote his college thesis on Archimedes' screw and I plan to do something in the engineering/physics field.
Holy **** ! You do research in fluid dynamics?! That is so ******* cool and I'm not joking! I'm an incoming college freshman and although my knowledge in fluid dynamics is very limited, I do think it's extremely cool. It really is an interesting field. Good luck on your research
If you like math (a lot), and you're interested in a developing field where the ability to make new contributions is ripe for the plucking, then fluids is for you.
Chemistry fag here
On a semirelated note, do you guys study bonding of fluids? Because learning about all the orbital strength, pi/sigma bonds, and all the other types of intermolecular bonding is my least favorite aspect in chem :/ If you do study that, props.
Actually I don't. Everything I do assumes continuum mechanics. I deal with fluid interactions with bodies. One major assumption is the no-slip condition, that states that fluid velocity is 0 at the surface of a body. If you look on the molecular level, there are exceptions to this rule, but for the purposes of turbulence study with smooth walls the assumption is valid.
just a note for people wondering how this demonstration is effective:
we all know that the Pythagorean Theorem states that x^2+y^2=z^2 aka: the squares of the x and y components added together= the hypotenuse squared (of a RIGHT triangle!).
the GIF shows boxes with square surfaces, meaning height and length are the same, so our area is length squared. they all have the same depth, so the volume of box X + volume of box Y equals volume of box Z!
tldr; the demo isn't faked since you're using squares