Rigid-Fluid Coupling

  • Estevan
    11th October Member 0 Permalink
    Hi everyone,
    I am writing this to initiate a formal, in-depth discussion regarding the long-term feasibility of integrating a native Rigid-Fluid Coupling framework into the core engine of The Powder Toy. Over its extensive development history, TPT has consistently broken the boundaries of what a grid-based sandbox can achieve. However, the structural disconnect between rigid bodies and fluid dynamics remains a major limitation of the physics engine.
    As it stands, the current simulation model enforces a strict division between solid components and ambient liquids or gases. The underlying engine processes these entities almost in complete isolation from one another. Kinetic momentum, hydrostatic forces, and vector-based interactions between the solid structures and fluid elements do not translate fluidly. This lack of native communication between the two states of matter severely limits the scope of high-level physical simulations within the sandbox.
    I would greatly appreciate getting the core development team's and the community's technical insights on this concept. Is a unified rigid-fluid coupling system something that could realistically be experimented with in future development snapshots, or are there fundamental, immutable architectural constraints within the current codebase that would completely prevent this type of cross-state physics calculation?Thank you for your time, and I look forward to hearing your thoughts.

     
     
    Edited 3 times by Estevan. Last: 11th October
  • EnganK
    11th October Member 0 Permalink
    tl;dr: add moving solids (previously rejected multiple times and likely physically impossible)

    Did you use AI for this?
    Edited once by EnganK. Last: 11th October
  • Estevan
    11th October Member 0 Permalink

    @developers Add only Rigid Fluid Coupling, not Moving Solids.@developers Add only Rigid Fluid Coupling, not Moving Solids.

    Edited once by Estevan. Last: 11th October
  • EnganK
    11th October Member 0 Permalink
    What exactly do you mean by "Rigid Fluid Coupling"? The incoherent gibberish in the original message doesn't explain it.
    Also, "@developers" doesn't exist, and the forums generally don't have a ping system, so it's unclear why you're doing that.
  • Estevan
    11th October Member 0 Permalink

    I used "@developers" to speak to the developers, not you.

  • EnganK
    11th October Member 0 Permalink
    The developers are unlikely to respond to this nonsense
    At least now you look like a real person, and not some strange AI agent that somehow ended up here.
  • gabriel_ultrakill
    11th October Member 0 Permalink

    rigid fluid coupling to what exactly? what would the fluids move, if not... solids? moving... solids...

     

    i mean, it would be neat to see powders moved by fluid motion, like sand being washed away by water, but i doubt that that's what was meant in the first message.

    Edited once by gabriel_ultrakill. Last: 11th October
  • Estevan
    11th October Member 0 Permalink

    You'd better calm down—and that's that! The rigid-fluid coupling is just there so the liquids actually *splash* when something falls into them and also bounce off solid objects.

  • jacob1
    12th October Developer 0 Permalink
    This is a particle sandbox game, we have no capability of doing rigid fluid coupling or anything like it. I have seen other sandbox / simulations that can do it better.

    Any suggestion that involves doing higher level physics than a single particle is rejected, because it doesn't work in our engine.

    Edit: Also, Please treat others more respectfully. The community tries to help by giving feedback on your suggestion. Their input matters a lot to me. Don't dismiss their concerns by demanding to speak to us.
    Edited once by jacob1. Last: 12th October
Locked by jacob1: rejected