Brandon Stafferton

Water Simulation

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Final Year Project

This project explored the physics behind water simulation in 3D games. Smooth Particle Hydrodynamics (SPH) was used to simulate water behavior. DirectX 11 rendered particles, while Win32 created the window.

SPH & Performance Techniques

Equations included smoothing kernels, artificial viscosity, forces, and pressure. Performance optimizations used Spatial Subdivision, Bitonic Sorting, and Compute Shaders for simulations over 200,000 particles.

Contact

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