{"id":17445909,"url":"https://github.com/piellardj/navier-stokes-webgl","last_synced_at":"2025-09-20T05:32:49.968Z","repository":{"id":28006497,"uuid":"115858663","full_name":"piellardj/navier-stokes-webgl","owner":"piellardj","description":"Stable fluid simulation on GPU using WebGL.","archived":false,"fork":false,"pushed_at":"2024-06-16T09:51:49.000Z","size":379,"stargazers_count":43,"open_issues_count":2,"forks_count":6,"subscribers_count":2,"default_branch":"master","last_synced_at":"2025-01-03T08:01:48.271Z","etag":null,"topics":["fluid-dynamics","fluid-grid","fluid-simulation","navier-stokes","stable","webgl"],"latest_commit_sha":null,"homepage":"https://piellardj.github.io/navier-stokes-webgl","language":"TypeScript","has_issues":false,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/piellardj.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2017-12-31T11:15:20.000Z","updated_at":"2024-11-23T08:33:04.000Z","dependencies_parsed_at":"2024-05-02T11:03:37.873Z","dependency_job_id":"d294291a-a4c6-43c5-88dc-9ada930e45d2","html_url":"https://github.com/piellardj/navier-stokes-webgl","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/piellardj%2Fnavier-stokes-webgl","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/piellardj%2Fnavier-stokes-webgl/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/piellardj%2Fnavier-stokes-webgl/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/piellardj%2Fnavier-stokes-webgl/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/piellardj","download_url":"https://codeload.github.com/piellardj/navier-stokes-webgl/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":233633207,"owners_count":18705947,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["fluid-dynamics","fluid-grid","fluid-simulation","navier-stokes","stable","webgl"],"created_at":"2024-10-17T18:17:19.105Z","updated_at":"2025-09-20T05:32:44.615Z","avatar_url":"https://github.com/piellardj.png","language":"TypeScript","funding_links":["https://www.paypal.com/donate/?hosted_button_id=AF7H7GEJTL95E"],"categories":[],"sub_categories":[],"readme":"# navier-stokes-webgl\nStable fluid simulation on GPU using WebGL.\n\nLive version [here](https://piellardj.github.io/navier-stokes-webgl).\n\nThis is an implementation of the Stable Fluid described by Jos Stam.\n\n[![Donate](https://raw.githubusercontent.com/piellardj/piellardj.github.io/master/images/readme/donate-paypal.svg)](https://www.paypal.com/donate/?hosted_button_id=AF7H7GEJTL95E)\n\n# Simulation\n\nThe simulation is implemented on GPU with the method provided in GPU Gems.\nThe diffusion term was dropped since it didn't have much visual influence.\n\n# Data storage\n\nThis simulation can run in two modes for storing the velocities:\n* velocity stored in float textures: each component (x, y) is stored as a 32bit float.\nTo do so the following extensions must be available: `OES_texture_float`, `WEBGL_color_buffer_float`, `OES_texture_float_linear`.\n* velocity stored in normal textures with four 8bit channels.\nIn this mode each component is stored as a 16bit fixed point value, encoded in two 8bit texture channels.\nThis mode provides less precision for the computing, and you can see artifacts if you push the display color intensity to the maximum.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fpiellardj%2Fnavier-stokes-webgl","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fpiellardj%2Fnavier-stokes-webgl","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fpiellardj%2Fnavier-stokes-webgl/lists"}