I made this with the Metal APIs in VisionOS 2.0. It now gives access to low-level mesh features and buffers directly, meaning lots more particles are possible (around 5-10x)! The hand-tracking also seems much, much smoother.<p>The fluid sim is a version of SPH running on the GPU, with the particles drawn with billboarding orientated to the headset position.<p>Would love to hear any feedback - for anyone with a AVP, it's available to try for free here:<p><a href="https://apps.apple.com/app/id6470201263" rel="nofollow">https://apps.apple.com/app/id6470201263</a><p>With more information about Lungy here (<a href="https://www.lungy.app" rel="nofollow">https://www.lungy.app</a>).