ComputeMark: DX11 DirectCompute Fluid Simulation Benchmark
Categories: Benchmarks, GPU Computing, GPU Tools, Microsoft DirectX Tags: benchmark, computemark, directcompute, directx 11, dx11, fluid, gpu computing, simulation

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Dark Void: PhysX Off vs PhysX On Comparison
Categories: NVIDIA PhysX, Video Games Tags: dark void, fluid, gpu, particle, physx, smoke
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DirectCompute Fluid Simulation
Categories: Game Development, GPU Computing, Microsoft DirectX, Programming Tags: directcompute, fluid, gpu computing, navier-stokes, physics, simulation
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PhysX Fluid Demo with NVIDIA Fermi: 128,000 Particles in Real Time
Categories: GPU, NVIDIA PhysX Tags: fermi, fluid, NVIDIA, physx, simulation particle, sph
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PhysX Tech Demo: Phluid Fysics
Categories: NVIDIA PhysX, tech demo Tags: devil, fluid, ogre, physx, simulation

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Awesome: Real Time 3D Fluid and Particle Simulation and Rendering
Categories: GPU, NVIDIA CUDA, NVIDIA PhysX Tags: apex, cuda, fluid, gpu, NVIDIA, particle, physics, simulation
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Practical Fluid Dynamics: Part 2
Categories: Programming Tags: dynamics, fluid, gamedev, graphics programming, simulation game development, smoke
Following up his popular recent article, Neversoft co-founder Mick West explains the technical details – including source code – of creating dynamic fluid systems such as smoke for video games.
Read the part 2 HERE.

Practical Fluid Dynamics: Part 1
Categories: Programming Tags: dynamics, fluid, game development, gamedev, graphics programming, smoke, water
In this technical article originally printed in Game Developer magazine, Neversoft co-founder Mick West looks at how to efficiently implement fluid effects – from smoke to water and beyond – in video games, with example code.
Read the part 1 HERE.













