Is there a way to simulate a fluid in the game engine? It doesn't have to be 100% realistic (but not a cycling 2D animation). It just needs to be recognizable as water.

Optimally, there should be a way too make it not very computationally intensive, if it is by default.


No. You can't do fluid sim in BGE. Fluid simulation is a complicated process and won't run fast in real-time.

Only if it's built on a graphics card system, such as CUDA or OpenCL, it might be fast enough. But Blender's fluid system isn't. You might want to check into faking it with particles.

  • $\begingroup$ Thanks, I haven't thought about using particles instead. This might work $\endgroup$ May 23 '13 at 2:38
  • $\begingroup$ No problem. ;-) Neat to see you on here also, @Luke. $\endgroup$ May 23 '13 at 2:41
  • $\begingroup$ Could you bake the fluid simulation ahead of time for a static piece of scenery? $\endgroup$ May 23 '13 at 4:36
  • $\begingroup$ You probably could. But yeah, it would be static. $\endgroup$ May 23 '13 at 12:17
  • $\begingroup$ I thought there were no particles in the game engine? $\endgroup$
    – gandalf3
    Jun 28 '13 at 1:22

Not an answer... But I thought I'd leave it here as a reference for any developer that might want to pick up on an old project:

Ian Johnson has done considerable work to get a working fluid solver (powered by OpenCL) in the Blender game engine. You can see a video of it here: http://enja.org/2011/12/01/rtps-fluid-and-rigid-body-interaction/

The feature never made its way into the official release.


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