Vulkan Compute Shader based GPU XPBD cloth simulation.
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Updated
Aug 27, 2026 - C++
Vulkan Compute Shader based GPU XPBD cloth simulation.
Geohash base32 hierarchical spatial grid encoding, decoding, and bounding box interval calculations
Geohash base32 hierarchical spatial grid encoding, decoding, and bounding box interval calculations
A simulation of flocking behaviors seen in nature written in Java with Processing
2D customizable boids simulation in JavaScript
1 Million Particle System - A Highly Optimized C++ Implementation of the Primordial Particle System by Artificial Life Lab Graz
🎨 Fast hierarchical agglomerative clustering powered by WebAssembly
A high-performance Smoothed Particle Hydrodynamics (SPH) fluid simulator implemented in Unity, capable of simulating 10,000 particles at 30 FPS on modest hardware.
2D molecular dynamics simulator in C++/SFML with Lennard-Jones forces, Velocity Verlet integration, spatial hashing, and live HUD/energy graphing.
Neon Type Convergence is a cinematic WebGL/Three.js simulation where 20,000 autonomous nodes dynamically converge to form custom text. Powered by a custom Float32Array physics engine built for 120 FPS, the swarm uses critically damped precision and interactive lighting to lock into structural formations with zero jitter.
Lecture notes for 4M26 in the form of a rigid physics simulation
A containerized real-time retail analytics stack processing concurrent camera feeds via isolated processes, tracking shopper trajectories with spatial-temporal identity stitching, and predicting customer conversion likelihoods early in the journey.
A C++ implementation of the spatial hash grid optimization. Demonstrated by a basic collision simulation
Quadtree implementation (updated for java 8, properly uses generics)
An implementation of a spatial hashgrid for collision detection in multiple languages.
Unity benchmark: 10,000 steering agents in 5.95 ms/frame, 16.7 ms budget holds to 18,000. Three optimisations, each measured and verified bit-identical.
A fast, real-time 2D fluid simulation engine built entirely from scratch in pure JavaScript.
A deterministic, high-performance DRL engine for benchmarking agent adaptability in 2D platformers. Features custom SMB1 physics, Dual Spatial Hashing, and a modular "Persona" reward system.
A survivor-like built on Unity DOTS (Entities 1.4) - Burst-compiled systems, parallel IJobEntity scheduling and a spatial hash broadphase.
CUDA Reynolds' Boids comparing three neighbor-search strategies: brute-force O(n²), uniform spatial grid, and coherent uniform grid with contiguous memory layout for improved cache coherence and warp-level coalescing.
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