The unlinked Jos Stam paper is available from his website https://www.dgp.toronto.edu/public_user/stam/reality/Researc...
This is great! When I have some leftover time I want to try copying this implementation for 3D. I reckon I could get away with minimal modifications to support the third axis...I think...
That'll perform even worse though, hopefully my CPU can handle it or I'm gonna need a lot of leftover time to make a shader
So once upon a time I stumbled upon simulating fluids in gamedev and I really wanted to learn how it works. Fast forward 2 months and I decided to write down everything I learned to hopefully make it easier for others in the future!
For anyone wanting to dive further, Fluid Simulation for Computer Graphics by Robert Bridson is the definitive textbook.
Did they test if it satisfies the relevant conservation laws?
This is really cool. I love how much detail you went into explaining the setup and walking through each piece of the simulation. Definitely bookmarking this to play around with later!
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If you haven't tried Animal Well, give it a shot. The whole game and its custom engine are like 35MB and it's filled with really cool visuals and physics powered by fluid equations.
https://store.steampowered.com/app/813230/ANIMAL_WELL/