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keijiro/StableFluids

A straightforward GPU implementation of Jos Stam's "Stable Fluids" on Unity. observed · 2026-08-28

github.com/keijiro/StableFluids · C# · Unlicense (permissive) observed · 2026-08-28

Health v2 · maintenance only

50/100

  • Activity 39
  • 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 2026-09-02. Adoption (stars, forks) is never an input.

  • gap_med: n/a
  • age_days: 2989
  • days_rel: n/a
  • days_push: 370
  • n_releases_24m: 0

Full methodology

Adoption not part of the score

1172 stars · 99 forks observed · 2026-08-28

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

Member repositories

RepositoryRoleHealth v2
keijiro/StableFluidsmain50

For agents

markdown · JSON · MCP: product_card(name="keijiro/StableFluids")

Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem