{"repo":"keijiro/StableFluids","free":true,"listed":false,"github":"https://github.com/keijiro/StableFluids","clone":"git clone https://github.com/keijiro/StableFluids.git","description":"A straightforward GPU implementation of Jos Stam's \"Stable Fluids\" on Unity.","language":"C#","stars":1172,"topics":["unity","unity3d","gpu","shader","compute","fluid-dynamics"],"license":"Unlicense","category":"game-templates","readme_excerpt":"StableFluids This project is a straightforward GPU-based implementation of Jos Stam's [Stable Fluids] in Unity. [Stable Fluids]: https://www.dgp.toronto.edu/people/stam/reality/Research/pdf/ns.pdf WebGL Demo System Requirements - Unity 6 Project Structure While this project uses URP, the following modules depend only on the Core Render Pipeline shader library, making them compatible with any render pipeline (Built-in/Universal/High-Definition). Assets/StableFluids Contains Jos Stam's Stable Fluids implementation. Access the velocity field texture via FluidSimulation.VelocityField for rendering or to apply external forces. Assets/Marbling Contains components for the marbling demo, which advects colors based on the velocity field. References - Stable Fluids, Jos Stam - Real-Time Fluid Dynamics for Games, Jos Stam - Fast Fluid Dynamics Simulation on the GPU, Mark J. Harris","default_branch":null,"files":null,"tree":[],"storefront":"/r/keijiro","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/keijiro/StableFluids/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}