For those interested: PixelJunk Shooter, a more modern game with variable landscape, even fluid simulation. Just mentioning it because I tried to reference it a few times, but didn't remember its name until I happened across the announcement of a successor.

The fluid simulation is more or less standard water simulation based on particles I think.

>Duh, that looks pretty much like a polygon landscape, don't you think?
gogo implement yours! :)


Was meaning to mention this to you, but I completely forgot.

>2.
Yes, you can. Phun as the normal 'biting' tool, and in it's successor, you can even create swords for example and cut things into pieces.


You may have to switch to expert mode. http://doppelklick.dyndns.org/Pics/Phun-Cut.png

Particle-based fluids look good as long as they're gushing around. The problem is that they're lacking one of the most characteristic properties of water: That it can't be compressed. You notice that once you try to manipulate relatively static water bodies. Just try to build a proper pump in phun, you will know what I mean.
That's pretty much the reason why Clonk has two fluid systems as well: PXS for particle-based fluids (which we could probably adapt to behave more like these fluids), and the MassMover for large moving fluid bodies.
That's pretty much the reason why Clonk has two fluid systems as well: PXS for particle-based fluids (which we could probably adapt to behave more like these fluids), and the MassMover for large moving fluid bodies.
I'm actually pretty sure it isn't. It's probably the same as their fluids: particle based, just with static particles. And obviously heavy shader usage to make it all happen.

They don't have to be *that* small. You just need to use good interpolation - exactly what I'm trying to do with my shader. I would guess the graphics work by first rendering the particles as small round balls, then applying shaders to "extend" the border until neighbouring particles merge together to get a nice surface.
That would just make a lot of sense:
* they clearly use something similar to get the surface of the water to be lighter
* earth can be created from freezing particle-based lava - having earth as particles makes this a simple particle conversion
* they have to be able to render a full screen full of particles anyway
Note I'm not talking about the non-destructible parts of the landscape. Those *are* probably polygons.
That would just make a lot of sense:
* they clearly use something similar to get the surface of the water to be lighter
* earth can be created from freezing particle-based lava - having earth as particles makes this a simple particle conversion
* they have to be able to render a full screen full of particles anyway
Note I'm not talking about the non-destructible parts of the landscape. Those *are* probably polygons.
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