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Can you write code which performs a more accurate liquid flow simulation suitable for realtime use in a game like ONI, which needs to run on commodity PC hardware rather than on supercomputers?
If so, Klei could definitely use your help. Most aerospace companies would appreciate your help as well, as this is a very hard problem to solve.
I would say that this problem is caused by liquids forming tiles in inappropriate places (the game should spawn drops which are automatically merged with the liquid tile below) but a general solution seems impossible if we stick to the one element per tile rule.
The limitations of the ONI game engine create the oddities in the behavior of the water in the game. It's amusing at times - and consistent with how liquids and gasses work (and don't work) in the game.
But I guess it was more important for you to insult him, instead of trying to understand what he was saying (which is factually correct.)?
Most of the water flows down and what sticks is just a few grams. If there is any problem then it is purely visual.
As others have said, if you want a physics simulator then play one, water physics are not too important in this game and they work well enough.
There are other gameplay issues that should be a priority, there are 0 games that are 100% bug free, since its not possible to fix them all, especially for a game like ONI(it is possible, but not worth it, all issues/bugs have a priority of importance and devs usually work in that order, so things can be left not fixed for years, because new issues come out that take priority)
Its weird but harmless.
As far as harmless goes, there's still a risk of disease and drowning and just being a general mess. probably a good thing the game doesn't have death by electrocution lol