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This Blog post talks about several fluid simulation methods-often called Computational Fluid Dynamics (CFD)--that exist today and examines the advantages and problems I encountered with each method while trying to make a game in a single month.

For my October game I had to simulate fluids flowing around in a more-or-less realistic manner.  In addition, the fluid was to have a significant effect on actual gameplay and not just be a whiz-bang special effect. To achieve this I had to write up a computer simulation that would be easy to integrate with actual game logic.

I thought setting up the CFD simulation would be fast and easy, but I took two weeks (out of an allotted month) trying out several CFD methods to see how appropriate they would be for making game.

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The August game is Battle Bard, where you fight monsters with a sword and musical chords. Choose your harmonic progression to provide temporary combat abilities and then hit things with a sword.

Play Battle Bard here.

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Like most game prototypes, it was much cooler in my head. Most of the abilities give a bit of a boost but it's not obvious which chord progressions are better or worse. For example, right now you need to have a V->I cadence to provide armor penetration and damage the giant tentacle monster, but that's really it. If I had time I would have added in several more monster types that would suggest using certain chord combinations to defeat. Luckily the animation and combat code I wrote will be useful in future projects.

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