Experimenting with porting fluid sims to Range/BGE

I had to go through GitHub pages that are like 8 years old to port things.

It was frustrating and entertaining at the same time. Had to jump between Grok and chatGPT since they both struggle with blender 2,79 scripting- even less so when it comes to the Range engine.

I baked the sim using the flipfluid add-on in blender 4.3, did an OBJ sequence export, decimated, and brought it in blender 2.79, ran a script to animate the OBJs, and then finally ported it to Range

Cool

Fred/K.S

If I may ask, what script are you using to run baked sim Obj’s in the Engine?

Ive seen a similar technique in the past using bpy, but I’m not sure if there’s anything new concerning this method.

its the same kind of scripts I would find to run like baked cloth simulations in the Engine using shape keys and all that.

the only cost would be on the amount of verts the mesh would use :thinking:

Fred/K.S