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https://github.com/Ttanasart-pt/Pixel-Composer.git
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87 lines
6.9 KiB
Plaintext
87 lines
6.9 KiB
Plaintext
function fd_GUIDE() {
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/*
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Thank you for purchasing the GameMaker Studio 2 version of Fluid Dynamics. Here's some information on how to use the asset.
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Before you start:
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If you have imported this marketplace asset into a clean project and want to test the examples either move the "Fluid Dynamics" folder in the "Rooms"
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resources to the top so it's above all other rooms, or delete the rooms above the folder.
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The resources:
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If you've imported all the resources from the asset into your project you'll see that they're all organized into folders called "Fluid Dynamics".
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Inside these folders you can find occurrences of three types of folders: "API", "Example", and "Internal". "API" and "Internal" contain the essential
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resources needed to use the Fluid Dynamics asset. "Example" contains resources used in the example that shows up when you run the game. Resources in the
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"Example" folders show you how you can use most aspects of the Fluid Dynamics asset in a game.
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To use Fluid Dynamics all you have to do is to call scripts from the "API" folder. All of the scripts are commented with a general
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description of what the script does as well as descriptions specific to each parameter. It's recommended that you read through these whenever
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you want to use them. When they are referred to later in this guide, open them and read them if you're unsure what they do.
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Implementing Fluid Dynamics into your game - the essential steps:
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First off you'll have to create a fluid dynamics rectangle with fd_rectangle_create. This script returns an instance id that you will use with the
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other scripts in the asset later. A fluid dynamics rectangle represents an area that the fluid can move around in. All simulation and visualization
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is done via a fluid dynamics rectangle.
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After you have created a fluid dynamics rectangle, you should find a step event that you can call fd_rectangle_update in. This will make
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the fluid dynamics rectangle regularly get updated so it moves the fluid around.
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Then you should find a draw event to call fd_rectangle_draw in. This will draw your fluid dynamics rectangle to the screen.
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After these three steps, you have a working fluid dynamics rectangle implemented, but it won't show you anything special because it doesn't have any
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fluid in it yet. To add fluid, you can call fd_rectangle_replace_material or fd_rectangle_add_material. Material is the term used for the visual content
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of a fluid dynamics rectangle. In a left mouse button event, you can for example do
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fd_rectangle_replace_material("your fluid dynamics rectangle", "the sprite to add", "image index of sprite", "relative x", "relative y", 1, 1, c_white, 1)
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which will continuously add fluid where you click with your mouse. "relative x" and "relative y" is the mouse coordinate relative to the fluid dynamics
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rectangle. If you draw the fluid dynamics rectangle with 1 in scale, you can use mouse_x and mouse_y directly, but if you're scaling the fluid dynamics
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rectangle (which is recommended, as it's much faster), you have to scale the mouse as well. If you're unsure on how to do this, see the example code
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for how it is done.
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How can I improve the performance of the simulation?
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One way to improve performance is by reducing the fluid dynamics rectangle size. This can be done by using a smaller size when calling
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fd_rectangle_create. This will set all internal textures to the size entered. Alternatively, you can change the sizes of individual elements of the fluid
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dynamics rectangle after creation. This can be done with the scripts fd_rectangle_set_pressure_size, fd_rectangle_set_material_size, and
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fd_rectangle_set_velocity_size.
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Another way to improve performance is by reducing the quality of the simulation by lowering the number of pressure iterations. The largest bottleneck of the
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simulation is to solve for pressure. You can reduce the number of pressure iterations with fd_rectangle_set_pressure_iteration_type.
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If you are using multiple fluid dynamics rectangles at the same time over the same region in the world, you might want to look into
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fd_rectangle_inherit_velocity. The slowest part of the simulation is to update the velocity field, and with multiple fluid dynamics rectangles you will by
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default have multiple velocity fields being solved individually. If it's okay that the fluids inside these rectangles follow the same directions, you
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can use fd_rectangle_inherit_velocity to reuse a velocity field, thereby removing a velocity field update and greatly improving performance.
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Can I use this asset for a large or even infinite game world?
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Yes, you can for example shift the content of the fluid dynamics rectangle as the view moves around with fd_rectangle_shift_content, and draw it at
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the view's position. This will only make fluid near the view get simulated, allowing for highly detailed fluids even in large or infinite worlds. You
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can make the fluid dynamics rectangle slightly bigger than the view size so that fluid outside the view disappears in an elegant way. The folder in the
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API folder named "SimenGames' View Extension" contains some very useful scripts that can do all of this for you.
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If you want to know more, there are several comments with explanations in the example code and the scripts themselves. If you need more help, you can
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visit the forum thread at "https://forum.yoyogames.com/index.php?threads/fluid-dynamics-gm-studio-2.26605/" or contact me by sending a mail to
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asbjorn.lystrup@gmail.com or messaging Dragon47 on the GameMaker Community.
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*/
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}
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