A compilation of gravity force simulations. Animations show what happens to a stream of particles when the force of gravity changes, or the source of gravity moves. These simulations were baked using Blender’s physics system.
Flower like shapes and interesting stream knots can be seen forming in the video below.
A video compilation showing how fluid behaves at different resolutions. These clips were rendered using the cycles engine in blender 2.79. Two distinct structures were created for the fluid simulations.
This is a game mechanic concept whipped up using Unity3d and C#.
I figured it might look interesting to see procedurally generated trees spawning in, and growing, as the player moves. The tree variance, growth rate, and spawn locations are randomized. New tree spawns are triggered by the player’s movement. Something I’ve never seen done with foliage in a video game before.
Visualizing the formation of Close-packing defects using equal spheres.
I rolled a bunch of balls into a closed container. The top of the container is invisible and only tall enough to fit one layer of balls. once the balls finish falling, they arrange themseleves into some pretty interesting patterns.
All the usual suspects showed up:
– Point Defects, Crystallographic defect (Highlighted by different colors)
– Grain Boundaries, Lattice Regions seperated by different angles.
Below are a couple animations I rendered displaying the formation of the interesting lattice patterns.