Cloth
A Verlet cloth simulation ported from the three.js WebGPU compute example.
The 31 by 31 particle sheet is held by seven fixed pins and connected by
3,660 structural and shear springs. Two ordered compute passes evaluate
spring forces and update vertices at a fixed 360 Hz, including gravity,
procedural wind, and collision with a moving sphere.Flood Fill Stack
A GPU flood fill that uses an explicit work stack.Fluid
A grid fluid solver with feedback passes, dye, and pointer stirring.Galactic Collision
Two fully live disc galaxies merge through particle-mesh self-gravity.
Seventy thousand mass elements represent stars, dissipative gas, bulges,
and extended dark haloes. Their shared gravitational potential is solved
on a three-level 3D multigrid hierarchy; local gas pressure and shocks
rebuild a thick, irregular rotating remnant without imposing a disc plane.GPU Life
Particle Life, ported from SilverSpace's GPU Life reference.
This multi-file TinyFX version uses the reference's atomic linked-list
engine: particles exchange into spatial hash buckets, then inspect only
nearby bucket chains. It runs 50,000 particles with 200 directed species,
clustered swarms, mouse forces, vortex mode, and instanced soft discs.Gravity
A many-body gravity simulation rendered as moving particles.Light Propagation
A 2D global illumination simulation using circular-harmonic light fields.Particle Field
A dense animated particle field updated on the GPU.Particles
A compact particle simulation with GPU-driven movement and drawing.Splash
An interactive MLS-MPM fluid simulation ported from matsuoka-601/Splash.
One GPU substep scatters fixed-point mass and momentum through integer
atomics, updates a retained grid, and gathers back into 40,000 or 70,000
particles. The surface renderer uses sphere depth impostors, the newer
Narrow-Range Filter, additive thickness, and cubemap reflection and
refraction. Move the pointer through the water to stir it; drag to orbit,
scroll to zoom, and compress the box from the controls.WebGPU Marching Cubes
Dynamic marching-cubes mesh generation, ported from Thibault Coppex's
WebGPU reference as a multi-file TinyFX example.
A GPU append list classifies a 48-cubed volume from TinyFX sdf::
primitives, then its GPU-owned triangle count drives an indirect draw.
The vertex stage reconstructs interpolated surface vertices and normals;
Poly Haven rock, ground, and mud assets provide triplanar color, normal,
and height detail.