one dataset · paper, tables, graph, wiki
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?

appears in

the paper, 4 sections · 3 chapters · 3 episodes
paper

4. A grammar of simulation games

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

6. Five ceilings

linked in this section of the paper

paper
paper

8. Where the techniques land

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under physics & materials, with its summary

book
ch 3

Chapter 3. Old parts

named in the text

book
ch 6

Chapter 6. Five ceilings

linked from the text

book
ch 8

Chapter 8. Where AI lands

linked from the text

book
ep 2

Where the parts came from

on screen at 4:55 after 2000

episode
ep 3

Families across genres

on screen at 4:07 odd couples, 7:31 close

episode
ep 4

Why deep systems are hard to read

on screen at 0:00 cold open, 5:51 choosing a point

episode

relations

1 stored edges
synergy

Heat transfer

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

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