I’m especially hopeful there are still improvements to be made to the technical side of the simulation. Please share your feedback and suggestions. Both demo scenes are included for your own experimentation. This repo is a little old and dusty and likely doesn't build with the latest tools, If you're looking for a version with working build instructions check out this fork: BathBombFluidDynamics by Oliver Curtis which adds some interesting effects. Ultimately, I found the multi-pass solution still looked the best. Cross-platform GPU fluid simulation Demo. It uses a semi-lagrangian scheme to solve for pressure, and saves the result in the vector fields z-component. The main reason I open source it is because this implementation has several major bugs that I cant fix and I need help with: When you launch lwp preview, press home button and then go back to preview. ![]() Used in production by the app Fluid Simulation. I eventually implemented a single-pass solution after facing challenges to the multi-pass solution. Run your Unity game as live wallpaper on Android. Doing so rapidly caused massive disturbances to the vector field and flashing lights (warning)! I opted instead for using the vector field after viscosity had been added (and before the pressure gradient was subtracted) as the next frame’s initial vector field. Play with fluids in your browser (works even on mobile) - GitHub - PavelDoGreat/WebGL-Fluid-Simulation. Since the solution to the pressure gradient is perpetually lagging behind the rest of the math (and insufficient anyway), I also don’t use the final vector field as the next frame’s initial vector field. ![]() The original author is PavelDoGreat and the github can be found here:If Ill. This problem becomes more pronounced as the number of Jacobi iterations for solving the pressure gradient increases. 2D Liquid Simulation - GitHub Pages A WebGL fluid simulation that works in. However, every viewport in a scene adds a delay to the final output image. The main demonstration uses layered viewports to simulate multi-passes that converge on solutions for the viscosity as well as the pressure gradient of every pixel. It’s not as accurate as other simulations, and a major hurdle was the lack of proper multi-pass post-processing support in Godot. PavelDoGreats WebGL Fluid Simulation is the first that came to my mind. There’s a lot of great resources I’ll link to on that subject below. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. It attempts to solve the Navier-Stokes equation in real time by taking advantage of the parallelism of GPU’s. .Ě tag already exists with the provided branch name. ![]() This is my implementation of a 2D Fluid Simulator in Godot 3.4.2, running on the GPU through Godot’s shader language.
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