I don't know enough about fluid dynamics to be the judge, but it seems like the engine is using genuine (2D) physics and it's not just "toy physics." Could someone who knows fluid mechanics comment on this?
WebGL Fluid Simulation
51–60 of 106 posts
Re: WebGL Fluid Simulation
#52Every so often you get an app that shows you just how fast modern hardware is when unencumbered by the usual endless layers of bloat and inefficiency.
Re: WebGL Fluid Simulation
#53Re: WebGL Fluid Simulation
#54This is my favorite app on my iPhone. Better than a fidget spinner.
Re: WebGL Fluid Simulation
#55Re: WebGL Fluid Simulation
#56Density diffusion: just a hair under 1(visually)
velocity diffusion: 0.99
pressure: 0.93
vorticity: 5
Re: WebGL Fluid Simulation
#57Re: WebGL Fluid Simulation
#58Re: WebGL Fluid Simulation
#59Reminds me of those cool visualisations that Winamp had, think they were called Milkdrop?
If I’ll have time for that, maybe I should add custom D3D-specific effects there that weren’t there in the original version. Fluid simulation is one of them. BTW it’s easier to implement with compute shaders. WebGL only support them on Chrome/Chromium and only on desktops, that’s why OP used some trickery with fragment shaders instead.
Re: WebGL Fluid Simulation
#60Every so often you get an app that shows you just how fast modern hardware is when unencumbered by the usual endless layers of bloat and inefficiency.
To be fair this shader was published in GPU Gems 15 years ago (2004). Back in the days of the GeForce 6 and Windows XP. Though the fact that it now fits in your pocket is cool.