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SPH in the Unity engine implemented in three different ways using MonoBehaviour, Entity-Component-System, and ComputeShader

License: MIT License

ShaderLab 6.40% C# 93.60%
compute-shader data-oriented-technology-stack dots ecs entity-component-system fluid-simulation smoothed-particle-hydrodynamics sph unity unity-dots unity3d

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unity-smoothed-particle-hydrodynamics's Issues

BUG: Particle managers set cell size of uniform hashgrid to 2x radius but should be 2x diameter of particle

The hashgrid works on the assumption that each cell is twice as big as a particle's diameter so only 4 cells need to be considered in the neighbour search (see 'Fluid Engine Development' by Doyub Kim, year 2016, page 109). Currently, the three particle managers set the cell size to be twice as big as the particle radius instead of the particle diameter. However, the bug is not that trivial to solve because if fixed by just using the diameter times two the simulation becomes unstable.

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