This simulation was created as a final project for my Computational Physics class at Baldwin
Wallace University. It was a demonstration about the challenges of creating complex simulations
in realtime by explaining how certain trade-offs must be made to achieve good performance.
The 3D simulation uses a custom Vulkan engine called Mini Vulkan Engine (MVE) written from scratch
and uses a raymarching technique to render the 3D fluid in a volumetric way.
This project demonstrated these concepts...
- Modern C++
- CMake build system
- Raylib game framework
- Custom Vulkan engine implementation
- Raymarching rendering technique
- Multithreading simulations
- Optimization of a large simulations