A C# & OpenCL 2D SPH NBody Simulation Toy. Utilizes a compressed multi-level hybrid fast multipole "mesh" for a high performance loosely bound simulation.
- Loosely bound field: Supports very large complex and sparse simulations. Multiple passes will be used where allocation size exceeds the max allowed by the platform.
- Hybrid fast multipole "mesh" optimization: A multi-layer mesh and neighbor list is constructed using optimized hybrid CPU/GPU methods. And aliasing is reduced by averaging each mesh cells center of mass. Cell size and level count can be adjusted at runtime.
- Multi-mode collisional physics: Bodies collide with SPH or elastic/merge collisions depending on their size & roche status. Collisions can also be disabled completely.
- Large body roche fractures: Large bodies will fracture into a circular clump of particles when the gravitational force exceeds a ratio of thier mass.
- Save States: Fields and be saved and loaded from disk via a ProtoBuf serializer.
- Simple User Interaction: Fields/bodies can be added, moved and edited on the fly with simple mouse & keyboard inputs. Navigation around the field is done via intuitive click-drag Google Maps style inputs.
- Multiple Display Styles & Scaling: Normal, Pressure, Density, Velocity, Index, Spatial Order, Force and High Contrast display types with scaling that can be changed at runtime.
- Rewind Buffer: The option to selectively rewind the simulation up to 200 frames can be enabled.
- Dual-mode abstracted rendering: The default renderer utilizes SharpDX for Direct 2D rendering. But a GDI based renderer is included and they can be swiched anytime during runtime.
- Matter types with density: A basic series of matter types with varying densities can be used to create complex SPH interactions including stratification of clumps.
- etc, etc, etc
- Intel i7-6820HQ
- AMD Radeon R7 M370
(Varies with field density and clumps)
250+ FPS
~150 FPS
~100 FPS
60 - 70 FPS
40 - 50 FPS
~14 FPS