Simulating Jupiter

The content discusses creating realistic flow patterns in games, focusing on simulating Jupiter-like gas giants. Using various techniques like color cycling, frame-by-frame animation, and texture scrolling, the author highlights the challenges and solutions for simulating fluid motion in real-time. They explore generating velocity fields in Substance Designer to replicate cyclones, jets, and storms, crucial elements in gas giant atmospheres. The author also references past portrayals of animated gas giants in films like ‘2010: The Year We Make Contact’ to showcase the evolution of CGI technology in creating realistic planetary animations. The methods discussed aim to create visually compelling and scientifically accurate flow patterns in-game environments.

Controversial information includes the use of unconventional items like frozen leeks and watermelons to create sounds for audio effects, and the author’s decision to speed up the motion of the atmosphere on the Jupiter-like planet, deviating from actual speed for player engagement.

https://emildziewanowski.com/flowfields/

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