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simgrammar the grammar of simulation

definition

Fluid state is stored per cell (mass, depth, pressure, element) or as velocity and density fields. Cellular games move mass between neighbor cells in proportion to height or pressure differences and sort elements by density, as in Oxygen Not Included, where each cell holds one gas or liquid element with a mass, and Dwarf Fortress, where water depth runs from 1 to 7 per tile. Continuous solvers follow Jos Stam's Stable Fluids for games (2003): add sources, diffuse implicitly with Gauss-Seidel relaxation, advect semi-Lagrangian by tracing cells back through the velocity field, and project velocity to be divergence-free by solving a Poisson equation, which stays stable at any time step. Outputs feed breathing, flooding, pressure damage, and heat transport.

player experience

Managing something that spreads on its own. Players seal leaks, vent gases, pump floods, and plan around pressure they can only see through overlays. Small mistakes spread slowly, then all at once.

design levers

  • representation: cellular mass transfer, particles, or velocity fields
  • grid resolution and update rate
  • one element per cell or mixtures
  • compressibility and pressure limits
  • viscosity and flow speed per fluid
  • whether mass is strictly conserved

failure modes

  • Non-conserving rules let players delete or duplicate fluid, which becomes an exploit.
  • Fluid simulation dominates compute and forces small maps or reduced update rates.
  • Semi-Lagrangian solvers lose detail to numerical dissipation, so flow looks thick and smoothed.
  • Gases are unreadable without overlays, so players misjudge spreading hazards.

dynamics

  • Leaks contaminate connected spaces and couple room layout to air quality.
  • Floods spread through open layers and paths and reshape priorities across a colony.
  • Coupled with heat, fluids carry temperature and drive phase changes.

open questions

  • Can learned fluid simulators run 3D liquids at game budgets while conserving mass well enough for gameplay?
  • What overlays make invisible gas flow legible without constant mode switching?

relations

1 stored edges
synergy

Heat transfer

Gases and liquids carry heat, so thermal management becomes plumbing (Oxygen Not Included).

backlinks

computed from other records

sources

1
Jos Stam (2003). Real-Time Fluid Dynamics for Games. Game Developers Conference 2003

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m4taxonomy