fluid engine developed by using Swift and Metal which is fully speeding up by using Metal Compute Shader and Grand Central Dispatch
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Updated
Sep 21, 2020 - Swift
fluid engine developed by using Swift and Metal which is fully speeding up by using Metal Compute Shader and Grand Central Dispatch
Smoothed particle hydrodynamics with Three.js and GLSL
Branched Flows simulator using GPU computation.
A bare bones, no repeat code, Monogame 3.8.1 , Net Core 6 or 7, with working pixel and other shaders that works in desktop GL and WindowsDX, and Android using shared linked content file, FX files, shared Net6CoreGame lib, and thinnest possible platform specific launchers & NEW SILK experiment, Compute shader branch tests on DX only so far
These are few HPC implementation codes/snippets which I am sharing with permission to share them. You can use them if you want. :)
Simple direct solver for vortex particle methods using HIP for GPU
Solving the heat equation with wgpu in Rust.
2D fluid simulation in CUDA
Simulation of universal gravitation using compute shader (GPGPU) in Unity / compute shaderによる万有引力のシミュレーション
WebGPU water simulation handling up to a million particles.
a SYCL-based simple prototype radio telescope backend on GPU/CPU, with real time coherent dedispersion
TAIGA – Trajectory simulator of ABP Ions with GPU Acceleration
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