Who doesn't?
This piece explores the dynamics of particle physics and liquid in an unbound system. In it, I set up a small space in which a particle system can play, bouncing off obstacles, creating rivers and falls, and responding to various physical constraints.
It is created using a webgl pipeline consisting of, primarily, a GPGPU particle system consisting of 16k particles in motion in real-time. The physics simulation is made possible using a compute shader (not really compute, given webgl, but you get the idea) which records the particles' position, velocity, age, and data to a texture for use by the point program. Each particle is rendered as a semi-transparent radial gradient, adding up to a distance field that is used to render the liquid.
This is built in WebGL 2 and so doesn't work in Safari 14 and below. All latest browsers will work as expected.
This piece is provided for free for Tickle [@InWarhol] subscribers. After 4 days the remaining, unminted iterations will be made live.
Licensing: CC-BY-NC-ND see LICENCE.md for details