Fluid & Destruction Sandbox

Booting GPU physics — FLIP/PIC fluids, volumetric smoke, XPBD solids, Voronoi destruction.

Detecting graphics backend…

⬡ Physics Sandbox
FLIP/PIC · Smoke · XPBD · Destruction
Left-drag tool
Scenes ▾
Quality & Backend ▾
Fluid Solver (FLIP/PIC) ▾
Smoke / Gas ▾
Solids & Coupling ▾
Destruction ▾
Rendering & Post ▾
Data ▾
Settings persist to localStorage. Export/Import moves full scenes (JSON) between devices. Everything runs offline.
Stats…
FPS– Frame– Particles– Foam– Rigid/Soft– Grid– Vol. err– Divergence–

Fluid & Destruction Sandbox

A self-contained, offline, zero-dependency real-time physics playground. GPU compute (WebGPU / WebGL2) drives a FLIP/PIC fluid, semi-Lagrangian smoke, XPBD solids and Voronoi destruction, surfaced with screen-space fluid rendering and volumetric raymarching.

Controls

Left-dragApply the selected tool (force / add fluid / heat / spawn / cut / paint)
Right-drag / Alt-dragOrbit camera
WheelZoom · Shift+drag pan
SpacePlay / Pause · . frame-step · S slow-mo
RRecord WebM · P screenshot · C reset camera
1–6Load scenes · E detonate · X reset scene

The numerics

Fluid: particle→grid transfer, gravity, red-black Gauss–Seidel pressure projection enforcing incompressibility, grid→particle with a FLIP/PIC blend (default 0.95 FLIP), RK2 advection, free-surface + solid boundaries, surface tension & viscosity, plus foam/spray secondary particles from high-curvature / trapped-air regions. Smoke: semi-Lagrangian advection with MacCormack correction, vorticity confinement, thermal buoyancy, pressure projection, rendered with volumetric raymarching, self-shadowing, Henyey–Greenstein scattering and blackbody fire. Solids: sequential-impulse rigid bodies and XPBD soft bodies/cloth with self-collision and two-way fluid coupling. Destruction: voxel connectivity + ground-up structural support analysis with stress-based, energy-scaled Voronoi fracture.

Maintained for localFirstTools.