This is my first real post on the forum, so apologies if I’m posting this in the wrong category or anything.
So I’ve made a simple prototype for how water currents might be implemented and how they would interact with the compound clouds. I imagine that it would be fairly easy for the simulation to move microbes and bacteria as well by simply getting the fluid velocity at the microbe or bacteria’s location and add it to their momentum.
However, I can think of two major obstacles to implementing this into the game: first, how do we handle the player moving from location to location? The simulation as it is now can only be a finite size, so a player who moves any significant distance from the starting point would experience no currents. One possible solution would be to make multiple simulation objects and dynamically load them as the player moved into them, but I’m not totally sure how that would work.
Second, how do we generate currents continuously? When given an initial force, my simulation soon diffuses back to near-zero velocities. Perhaps new forces on the fluid could occur at the planned heat sources, perhaps they could be generated randomly at the edges of the simulation, representing currents from other places in the tide pool, or perhaps the new forces could be generated randomly within the simulation, representing turbulence from water levels above or below the player.
Edit: Silly me, github isn’t for executables.