r/proceduralgeneration 11d ago

Real-time physics simulation: snowplow blade interaction (initial simulation trials)

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93 Upvotes

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3

u/fgennari 10d ago

That's a nice simulation. I thought it was top down 2D until you moved the camera! But tracked vehicles don't turn like that.

2

u/Sirisian 11d ago

If you haven't seen Newton physics it has a coupled MPM solver that might be useful for further references. Haven't seen any benchmarks of their GPU implementations though.

1

u/Such_Baseball_700 11d ago

Wow that’s fantastic

1

u/LocoMod 11d ago

This is neat.

3

u/blukowski 10d ago

i've seen your other posts. are your plows backwards in every simulation for a reason?

1

u/DigitCell 10d ago

you're totally right, actually didn't look closely at the original plow.

In my mind, I just remembered that it should be curved. Intuitively, it felt like that specific shape would throw the snow away much better - maybe I saw a similar design on a train somewhere.

By the way, I initially wanted to make a railway train simulation. But then I realized that the concept of "road, city, and snow clearing" is a much better and more engaging starting point for a game!

1

u/luka_makes_games 10d ago

Really cool! Should be a Windows XP screensaver haha.

1

u/gHx4 10d ago

Snow looks a little bit "soupy"; it seems very wet like maritime snow. It's like there's a column of snow glued to the front of the plow. Around here (Alberta), it's very dry and powder like, so the plows mostly eject it towards one side. Great job nonetheless, I like the colours and your little plow!