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Articles / Game Development

Fluid Simulation for Video Games (part 17)

28 May 2014CPOL17 min read 17K   14  
This article—the 17th in the series—describes how to identify a fluid surface. You can use this information to render the surface or to help compute surface tension.

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


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United States United States
Dr. Michael J. Gourlay works as a principal lead software development engineer on new platforms including those meant for interactive entertainment. He previously worked at Electronic Arts (EA Sports) as the software architect for the Football Sports Business Unit, as a senior lead engineer on Madden NFL, on character physics and the procedural animation system used by EA on Mixed Martial Arts, and as a lead programmer on NASCAR. He wrote the visual effects system used in EA games worldwide and patented algorithms for interactive, high-bandwidth online applications. He also developed curricula for and taught at the University of Central Florida, Florida Interactive Entertainment Academy, an interdisciplinary graduate program that teaches programmers, producers, and artists how to make video games and training simulations. Prior to joining EA, he performed scientific research using computational fluid dynamics and the world’s largest massively parallel supercomputers. His previous research also includes nonlinear dynamics in quantum mechanical systems and atomic, molecular, and optical physics. Michael received his degrees in physics and philosophy from Georgia Tech and the University of Colorado at Boulder.

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