A lagrangian fluid simulation engine that works interactively in realtime. It's made with C++ and OpenGL with parallelizable algorithms to allow for optimization with compute shaders.
Everything was solely developed by me. However, I had a lot of algorithmic inspiration from Sebastian Lague's video. His video goes over the process within Unity and C#, so I wanted to achieve a similar effect within my own engine in C++ and GLSL.
Still working on the breakdown but here's a overview video (from 2:44) and a Github Repo.
Brief Video Overview of the project