keijiro/StableFluids
A straightforward GPU implementation of Jos Stam's "Stable Fluids" on Unity. observed · 2026-10-19
Health v2 · maintenance only
46/100
- Activity 31
- Release rhythm 35
- Longevity 100
Flags: no_releases
How is this computed?
round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-10-21. Adoption (stars, forks) is never an input.
- gap_med: n/a
- age_days: 3037
- days_rel: n/a
- days_push: 418
- n_releases_24m: 0
Adoption not part of the score
1172 stars · 100 forks observed · 2026-10-19
What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-30, confidence not recorded
A GPU-based Unity implementation of Jos Stam's Stable Fluids fluid simulation using compute shaders. It exposes the velocity field for rendering effects like the included marbling demo.
Use cases
- real-time fluid simulation in Unity
- GPU-based smoke and ink effects
- marbling color advection effects
- learning GPU fluid dynamics
- interactive velocity field effects for games
When to choose
- you need a simple, real-time fluid simulation in Unity
- you want a compact reference implementation of Stable Fluids on GPU
- you need a velocity field to drive visual effects
When to avoid
- you need physically accurate CFD simulation
- you are not using Unity
- you need 3D volumetric fluids rather than 2D
Facets
library · maturity active
simulation graphics gpu-computing simulation graphics game-engine cross-platform fluid-dynamics compute-shader jos-stam real-time-simulation urp game-development gpu
1 source
- readme: https://github.com/keijiro/StableFluids · fetched 2026-10-19 · ba259058a2a5
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| keijiro/StableFluids | main | 46 |
For agents
markdown · JSON · MCP: product_card(name="keijiro/StableFluids")
Data as of 2026-10-19T08:05:51.212177+00:00 · Report a problem