Booting GPU physics — FLIP/PIC fluids, volumetric smoke, XPBD solids, Voronoi destruction.
Detecting graphics backend…
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.
| Left-drag | Apply the selected tool (force / add fluid / heat / spawn / cut / paint) |
| Right-drag / Alt-drag | Orbit camera |
| Wheel | Zoom · Shift+drag pan |
| Space | Play / Pause · . frame-step · S slow-mo |
| R | Record WebM · P screenshot · C reset camera |
| 1–6 | Load scenes · E detonate · X reset scene |
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.