Let’s try to convince a bunch of particles to behave (at least somewhat) like water.
Written in C# and HLSL, and running inside the Unity engine.
Source code:
https://github.com/SebLague/Fluid-Sim
If you’d like to support me in creating more videos like this, you can do so here:
https://www.patreon.com/SebastianLague
https://ko-fi.com/sebastianlague
Resources:
https://matthias-research.github.io/pages/publications/sca03.pdf
http://www.ligum.umontreal.ca/Clavet-2005-PVFS/pvfs.pdf
https://sph-tutorial.physics-simulation.org/pdf/SPH_Tutorial.pdf
https://web.archive.org/web/20140725014123/https://docs.nvidia.com/cuda/samples/5_Simulations/particles/doc/particles.pdf
Music:
https://github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/Fluid-Sim.txt
Chapters:
0:00 Intro
0:27 Gravity and Collisions
2:31 Smoothed Particles
3:55 Calculating Density
7:53 The Interpolation Equation
11:58 Gradient Calculations
15:38 The Pressure Force
19:19 Trying to Make it Work…
22:05 Optimizing Particle Lookups
26:31 Spatial Grid Code
27:48 Position Predictions
30:32 Mouse Force
33:22 Artificial Viscosity
36:46 Pressure Problems
39:51 Bugs
41:06 Parallel Sorting
43:22 Some Tests and Experiments
44:47 The Third Dimension
47:23 Outro
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