Simulating blobs of fluid
peeke.nl
peeke.nl
These two are kind of fun to play with: https://github.com/andreipitis/FluidDynamicsMetal https://github.com/hagmas/MobileFluidSimulation
Both based on this approach, detailed here by Nvidia: http://developer.download.nvidia.com/books/HTML/gpugems/gpug...
The technique this is based on doesn't create those satisfying tension effects but is more similar to paint flowing on a surface of water, so from a tangibility perspective I'd still love to find something closer to this post's work that runs natively.
Doesn't seem to work on mobile though
1. The curved boundary is somewhat annoying to handle when your simulation is done using square grid cells.
2. Empty space introduces some really annoying boundary conditions. You'll notice that those two examples fill the entire region with fluid.
It's entirely doable, but the boundary conditions probably triple the implementation effort when compared to a square box entirely full of fluid. As a wise man once said, "90% of the work in fluid simulations is dealing with boundary conditions."
It should work on macOS/iOS via MoltenVK, but I haven't tested it extensively.
It's a hybrid simulation with particles for the advection and a grid to ensure incompressibility.
Nice work, am a big fan of fluid sims too. Who says the internet is not fun anymore?
Keep in mind, though, that the article only outlines a way to make fluid drops look realistic, and doesn't actually guarantee anything about whether the behavior is realistic.