Salva is a 2 and 3-dimensional particle-based fluid simulation engine for games and animations. It uses nalgebra for vector/matrix math and can optionally interface with nphysics for two-way coupling with rigid bodies, multibodies, and deformable bodies. 2D and 3D implementations both share (mostly) the same code!
Examples are available in the
examples3d directories. Because those demos are based on
WASM and WebGl 1.0 they should work on most modern browsers. Feel free to ask for help
and discuss features on the official user forum.
The name of this library is inspired from the famous surrealist artist
Salvador Dalì. The logo of
is inspired from its renown painting The Persistence of Memory.
- Pressure resolution: DFSPH and IISPH.
- Viscosity: DFSPH viscosity, Artificial viscosity, and XSPH viscosity.
- Surface tension: WCSPH surface tension, and methods from He et al. 2014 and Akinci et al. 2013
- Elasticity: method from Becker et al. 2009
- Multiphase fluids: mix several fluids with different characteristics (densities, viscosities, etc.)
- Optional two-way coupling with bodies from nphysics.
- WASM support
Counters for benchmarking various parts of the physics engine.
Two-way coupling between rigid-bodies and fluids.
Acceleration data structures for collision detection.
Various helper functions for managing collections.
Integration of Salva with other physics engines.
Compilation flags dependent aliases for mathematical types.
Fluid and boundary objects that can be simulated.
Algorithms for solving pressure, viscosity, surface tension, etc.
The physics world for simulating fluids with boundaries.
Structure responsible for regulating the timestep length of the simulation.