Plasmation update 2


Straight into it. So far, I’ve managed to get a web server up and running and set up an environment to view the particle simulation.




So far, so good.

Some things to take note here is that this is heavily based off the Cornstar framework. However, I’ve done some modifications to the framework to make it more modular like moving classes into different files and separating Plasmation-specific functions into their own set of files. The folder structure can be seen here in PHPStorm:


The benefit of this is that I could use this framework in other project, simply by keeping it in its own repository. If I need up update any of the framework, I can submit it to the database and pull changes straight from that into other projects.

To see the difference, see the Cornstar blog entries and compare.


Week Date Assignment item Milestone
1 6 August
2 13 August
3 20 August
4 27 August Submit implementation plan
5 3 September 1. Website Foundation completed
6 10 September
7 17 September 2. Demo of workspace completed
8 24 September
9 1 October Design documentation due 3. Exporter completed
10 8 October Report due 4. Particle system and graphics finalized
11 15 October 5. First version launched
12 22 October Test plan / QA documentation due 6. First round of user testing complete
13 29 October 7. Second version launched
14 5 November 8. Testing and testing documentation complete
15 12 November Assignment submission date  9. All documentation complete
16 19 November
17 25 November


Changes to specs

After all this I found that my time management was a bit off when the reality was: I’ll be creating a full-on 3D Navier Stokes formulated  particle simulation. This was a bit silly as the final result was going to be 2D anyway, and the initial plan had changed to not include a camera in a 3D world any more. This means I may as well just do a 2D Navier stokes simulation using code from multiple places on the net. 

Finding code for the simulation

After deciding that it’d be easier to do 2D fluid simulations, I went back and looked at some of the simulations that use webGL:

I’ll be looking at these in detail and determine which is best to use for my situation. Most of them were mentioned in my research journal, but only as examples. 

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