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	<title>Comments on: How To Make a &#8220;Falling Sand&#8221; Style Water Simulation</title>
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	<link>http://w-shadow.com/blog/2009/09/29/falling-sand-style-water-simulation/</link>
	<description>Slightly Advanced Computer Stuff (and some magic)</description>
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		<title>By: White Shadow</title>
		<link>http://w-shadow.com/blog/2009/09/29/falling-sand-style-water-simulation/comment-page-1/#comment-31619</link>
		<dc:creator>White Shadow</dc:creator>
		<pubDate>Wed, 30 Sep 2009 13:14:58 +0000</pubDate>
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		<description>You are correct, updating bottom-to-top is a good approach. I didn&#039;t mention it in the post, but that&#039;s exactly what my demo app does.

However, that alone wouldn&#039;t be enough to prevent &quot;teleportation&quot; in a more complex simulation. For example, if you added a rule like &quot;if this fluid particle has another fluid particle above it, move this one sideways&quot; (i.e. a very basic pressure factor), you&#039;d get particles teleporting left or right depending on the direction of your X loop. So tracking which particles have been updated still makes sense.</description>
		<content:encoded><![CDATA[<p>You are correct, updating bottom-to-top is a good approach. I didn&#8217;t mention it in the post, but that&#8217;s exactly what my demo app does.</p>
<p>However, that alone wouldn&#8217;t be enough to prevent &#8220;teleportation&#8221; in a more complex simulation. For example, if you added a rule like &#8220;if this fluid particle has another fluid particle above it, move this one sideways&#8221; (i.e. a very basic pressure factor), you&#8217;d get particles teleporting left or right depending on the direction of your X loop. So tracking which particles have been updated still makes sense.</p>
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		<title>By: Ross Shannon</title>
		<link>http://w-shadow.com/blog/2009/09/29/falling-sand-style-water-simulation/comment-page-1/#comment-31618</link>
		<dc:creator>Ross Shannon</dc:creator>
		<pubDate>Wed, 30 Sep 2009 13:00:31 +0000</pubDate>
		<guid isPermaLink="false">http://w-shadow.com/?p=1295#comment-31618</guid>
		<description>Good tutorial, thanks. I don&#039;t understand the problem with particles teleporting downwards though — it seems to be that the only reasonable way to program this is to do the simulation updates bottom-to-top. Otherwise, if you update top-to-bottom, when you update the game state array, any particles that have another particle above them will be overwritten by the top particle falling into their position?</description>
		<content:encoded><![CDATA[<p>Good tutorial, thanks. I don&#8217;t understand the problem with particles teleporting downwards though — it seems to be that the only reasonable way to program this is to do the simulation updates bottom-to-top. Otherwise, if you update top-to-bottom, when you update the game state array, any particles that have another particle above them will be overwritten by the top particle falling into their position?</p>
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