A self-contained version of my tiny fluid simulation, compressed to fit on the back of a business card.
This post dissects my tiny fluid simulation, implemented in a surprisingly small amount of code.
My previous post received a lot more attention than I had been expecting. This is a short debrief of my experience.
This post delves into the implementation of my procedural earth simulation, written entirely in GLSL fragment shaders. It simulates the complete history of an earth-like planet in a few minutes, with the simulation updating at 60 frames per second.
This is a quick tutorial on implementing a simple quantum mechanics simulator in a GLSL fragment shader. Prior knowledge of physics or GLSL is not required, but some familiarity with differential equations and C/C++ will be helpful. The goal is not to explain any of the physics involved, merely to demystify it by demonstrating how it can be simulated in less than 50 LOC.
Haskell Python C++ Stan TensorFlow Jupyter Docker
A probabilistic programming language embedded in Haskell.