How can i achieve Liquid app style fluid simulation? An I need LBM or SPH? I think SPH is too heavy for use on iPhone. But water in Liquid looks like SPH.
Thank you!
How can i achieve Liquid app style fluid simulation? An I need LBM or SPH? I think SPH is too heavy for use on iPhone. But water in Liquid looks like SPH.
Thank you!
Hey Snow,
By now, probably you already have an answer for your question. Anyway, I think SPH is what Liquid lite uses. With good physics and some openGL tricks it could be done: i.e. in liquid lite when you tilt the phone, it seems the screen scales up instead of using gravity. Whatever you decide to do, my suggestion is that write everything in C (not C++) that will definitely boost your performance. And if you are using float-point operations (likely in a fluid simulation), turn the "Compile for thumb" OFF (that's an optimisation just for integer operations). It will give you about 15% more performance.
Hope it helps.