-In the above video and stills, blue indicates higher density/lower velocity, white indicate lower density/higher velocity.
+Here's a video of another test scene, this time patterned after a "waterfall" type scenario. This test was done earlier in the development process, so it doesn't have the wireframe outlines of the solid boundaries:
+In the above videos and stills, blue indicates higher density/lower velocity, white indicate lower density/higher velocity.
Writing the core PIC/FLIP solver actually turned out to be pretty straightforward, and I'm fairly certain that my implementation is correct since it closely matches the result I get out of Houdini's FLIP solver for a similar scene with similar parameters (although not exactly, since there's bound to be some differences in how I handle certain details, such as slightly jittering particle positions to prevent artifacting between steps). Figuring out a good meshing and rendering pipeline turned out to be more difficult; I'll write about that in my next post.