Does that not end up being a massive battery hog? To be sure, the site is impressively lightweight, but I'm not sure it's to the point where I'd want it always running on the homescreen...
There is an incredible short version of this fluid simulation effect (light and movement) here: https://www.dwitter.net/d/18112
(just 140 characters of javascript code)
It's possible to solve differential equations in 140 characters of javascript, here are some (e.g. Lorenz Attractor dynamical system "chaos butterfly") that generates 3D cool graphics and really solves ordinary differential equations (ODEs): https://www.dwitter.net/h/lorenz/top
Here is one short code example using Euler's method where Y(n+1) = Yn + step_size * f(Xn,Yn,Zn)
My kids play with this casually now and then (both <4yrs). My 3yo practice reading the instructions which is a intuitive way for us to explore letters/text (mainly "time" and "pixelate" but in Swedish). They love stopping time, enabling pixelate and draw their names. Really love the android app, I even unlocked all the settings :)
Physics simulators like this is something I find really fun to play with, but there’s one thing I’ve been searching for but can’t find any: fluid and erosion simulation.
I’ve been playing Cities: Skylines since it came out and I love the fluid simulation in the rivers and mountains and dams, but I would love to see the course of the river change over the years. I’d love to see the rivers carving paths out of the mountains, and have floods/tsunamis change the shape of the coast.
I doubt they’re going to add that to Cities: Skylines any time soon, but does anyone know of any toy/game like that? Interactive fluid and erosion simulators?
Is it only a few tweaks and controls short of being a handy basic 2D fluid-dynamics simulator? I've used this [0] but the UI for barriers is really frustrating.
It would be nice if there was something web-based that falls between the extremely basic and things like SimScale
Mathematically, the extension to 3D is trivial. Computationally, the difference is enormous. You're moving from O(n²) cells required to fill a space to O(n³).
Rendering also becomes significantly more complex, as you wouldn't be able to see anything interesting if it remained fully opaque.
should be possible.. I got something similar working in 3d a few years ago, and I'm just a mild-mannered code monkey who almost flunked out of the relevant courses on computational differential equations in college.
Mine was sloppy cpu-based C# code and not this butter-smooth webGL, but mathematically it's "relatively straightforward" so long as you aren't doing anything too tricky with the boundaries
Yes. Typically these types of GPU based fluid solvers use texture maps to store velocity and pressure information. (See NVIDIA’s GPU Gems paper on fluids.)
Most GPUs support 3D texture maps, and changing something like this to support 3D should be fairly trivial. From what I remember, the calculations for each dimension are identical.
3 months ago: https://news.ycombinator.com/item?id=23955527
2019: https://news.ycombinator.com/item?id=19963640