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jamie-wong.com
| | andrewkchan.dev
3.8 parsecs away

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| | [AI summary] The text provides an in-depth explanation of simulating fluids and fire using computational methods. It covers topics like Navier-Stokes equations, vorticity confinement, curl noise turbulence, combustion models, thermal buoyancy, and rendering techniques. The discussion includes both theoretical foundations and practical implementations using GPU-based simulations. The text also touches on advanced topics like dynamic obstacles and non-grid-based simulation methods.
| | dgerrells.com
4.9 parsecs away

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| | The challenge, simulate 1,000,000 particles in plain javascript at 60 fps on a phone using only the cpu. Let's go.
| | ciphrd.com
5.5 parsecs away

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| | [latexpage] In this article I will describe a particle simulation that can produce different types of matter based on different input rules. This simulation is based on physical properties and physical rules but the rules were altered in a way that allows for the emergence of intriguing natural-like patterns. The implementation of part 1 and 2 will be done in Processing and the source code will be available at the end. The following illustrations demonstrates a few possible usages for this simulation.
| | aurimas.eu
44.4 parsecs away

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| a.k.a. why you should (not ?) use uninformative priors in Bayesian A/B testing.