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Similar implementation from a physics perspective – Pavel uses the same technique for simulating Navier–Stokes (Jo Stam Real-Time Fluid Dynamics for Games [0]). Pavel's has an extra step to enhance vorticity which gives you those higher detail swirls and uses a slightly different approach for input

The big difference is in the rendering however, Pavel has added light shafts and bloom which are really neat effects. Additionally, he actually got round to publishing a native app which I think has been great for him!

[0] https://pdfs.semanticscholar.org/847f/819a4ea14bd789aca8bc88...



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