Hey, I feel bad for not updating this demo in 6 years! Back then it wouldn't run on iOS, today it could run with no trouble<p>For people on iOS, here's another version with rainbow colors and multi-touch
<a href="https://haxiomic.github.io/demos/rainbow-fluid/index.html" rel="nofollow">https://haxiomic.github.io/demos/rainbow-fluid/index.html</a><p>If you like this sort of thing and want to learn more about it I recommend checking out <a href="https://www.shadertoy.com/" rel="nofollow">https://www.shadertoy.com/</a> for more demos and <a href="https://thebookofshaders.com/" rel="nofollow">https://thebookofshaders.com/</a> for tutorials<p>And if GPU simulations is your thing then I think you'll enjoy what these two amazing guys are doing with shaders:<p>- <a href="https://www.shadertoy.com/user/michael0884" rel="nofollow">https://www.shadertoy.com/user/michael0884</a><p>- <a href="https://www.shadertoy.com/user/wyatt" rel="nofollow">https://www.shadertoy.com/user/wyatt</a>
At first I expected this to be some new version, but nope, it's the original. I love that this repo[0] hasn't been touched significantly in 6 years and it's still going strong.<p>[0] <a href="https://github.com/haxiomic/GPU-Fluid-Experiments" rel="nofollow">https://github.com/haxiomic/GPU-Fluid-Experiments</a>
This is fantastic. Runs really smooth, the color and design looks wonderful. I could lose few afternoons playing with this thing.<p>Looking forward to the app. Would be fun to manipulate the sim by moving my iPad around.<p>Potentially fun ideas...<p>Allow me to place shapes/blocks down and lock them in place to see how the fluid moves around them.<p>Let me put a small 'pump' in the liquid to keep constant or pulsed movement. add a couple dials for pump speed, etc. I want to put two pumps facing one another and watch the interaction where they meet.<p>Different pool shapes - round, star, sphere?<p>Allow for particles to reach the edge of the pool to fall off and then let me drop new ones into flowing water.<p>Loads of fun. Thank you!
There is also this one, and the corresponding iOS app (which I have.) It seems to run a bit faster on my phone.<p><a href="https://paveldogreat.github.io/WebGL-Fluid-Simulation/" rel="nofollow">https://paveldogreat.github.io/WebGL-Fluid-Simulation/</a>
Nice, the effect reminds me of Powder Game (<a href="https://dan-ball.jp/en/javagame/dust/" rel="nofollow">https://dan-ball.jp/en/javagame/dust/</a>)
Tangentially related: For a long time I've always been looking for some software for particle simulations that is free or even open source, easy to get started, and at least somewhat visual. I'm not doing anything like that professionally, just want to play around with a virtual wind tunnel for the fun of it. I'm thinking of something like Blender where I would click together a 3d mesh, "turn on" wind and see what happens.<p>Does anyone have tips or hints? Are my expectations perhaps unrealistic? I looked into OpenFOAM before but always eventually gave up, as it seems quite heavy on headless, scripted simulation, and would need some significant run-up time.
It reminds me of <a href="http://minimal.be/lab/fluGL/index80000.html" rel="nofollow">http://minimal.be/lab/fluGL/index80000.html</a>
Discussed at the time: <a href="https://news.ycombinator.com/item?id=8502477" rel="nofollow">https://news.ycombinator.com/item?id=8502477</a><p>also <a href="https://news.ycombinator.com/item?id=8325700" rel="nofollow">https://news.ycombinator.com/item?id=8325700</a>
just out of curiousity, but how does the algorithm roughly works.
does every pixel/particle position gets calculated? or is it optimized by smart grouping? is the GPU used for paralell computing? very interesting stuff to heavily optimize I guess.
i'm constantly amazed at what can be done with webgl these day (shame about the iOS support). surprised we don't see more immersive games with this tech!