In this video, I follow Mike Ash’s guide to Fluid Simulation and port Jos Stam’s "Real-Time Fluid Dynamics for Games" algorithm and code in Processing (Java). Code: 🕹️ Web Editor Sketch: 🎥 Previous video: 🎥 Next video: 🎥 All videos: References: 💾 GitHub Issue: 💻 Real-Time Fluid Dynamics for Games: 💻 MSAFluid: 💻 Lily Pad: 📓 Fluid Simulation for Dummies: Videos: 🎥 Why Laminar Flow is AWESOME: 🎥 What DO we know about turbulence?: 🚂 Perlin Noise: 🔴 Livestream Archive: Related Coding Challenges: 🚂 #24 Perlin Noise Flow Field: 🚂 #102 2D Water Ripple: 🚂 #103 Fire Effect: Timestamps: 0:00 Introduction 0:59 Topic suggestion from deardanielxd 3:30 Mike Ash's "Fluid For Dummies" thesis 6:42 Incompressible fluid 8:45 Velocity field 9:12 Density of dye 11:14 Port the code to Processing 15:47 addDensity() function 19:34 Diffuse 23:35 Project 25:52 Advect 30:17 Set bounds 33:05 Mirror velocity in edge layers 36:19 Time set function 38:58 Render the density 44:10 Add fade 46:40 Add perlin noise 48:00 Add Pvector 50:35 Recap and next steps 52:22 Adjustments to code Editing by Mathieu Blanchette Animations by Jason Heglund Music from Epidemic Sound 🚂 Website: 👾 Share Your Creation! 🚩 Suggest Topics: 💡 GitHub: 💬 Discord: 💖 Membership: 🛒 Store: 🖋️ Twitter: 📸 Instagram: 🎥 Coding Challenges: 🎥 Intro to Programming: 🔗 : 🔗 Web Editor: 🔗 Processing: 📄 Code of Conduct: This description was auto-generated. If you see a problem, please open an issue: #fluidsimulation #turbulentfluidflow #processing











