💧 Particle Physics
3 articles
ArticlePhysics
SPH — Smoothed-Particle Hydrodynamics
Poly6, Spiky, Viscosity kernels. Pressure, viscosity, boundary
conditions. Browser implementation.
ArticleAstrophysics
N-Body and the Barnes-Hut Algorithm
Leapfrog integrator, O(N²) vs O(N log N). Octree for scaling to
100k bodies.
ArticleMathematics
Verlet, Leapfrog and RK4 — Numerical Integration
Comparison of ODE integration methods: stability, accuracy,
computational cost.
🌊 Waves & Fluids
4 articles
ArticleGLSL
Gerstner Waves in GLSL
Trochoidal waves, Fresnel effect, foam. Maths and vertex shader
code.
ArticleMathematics
Wave Equation in 2D and 3D
Partial differential equations, finite differences, standing
waves.
ArticlePhysics
Lattice Boltzmann Method (LBM)
CFD via statistics. D2Q9 model, BGK collision equation,
turbulence in the browser.
ArticlePhysics
Navier-Stokes Equations in WebGL
Advection–diffusion–projection (Jos Stam "Stable Fluids"),
projected-gradient solver.
🐦 Agent Algorithms
4 articles
ArticleSwarm Intelligence
Boids Algorithm — Reynolds' Three Rules
Separation, alignment, cohesion. Pseudocode, spatial
partitioning, InstancedMesh.
ArticleAlgorithms
ACO — Ant Colony Optimisation
Pheromone trails, stigmergy, shortest-path finding. Canvas 2D
implementation.
ArticleModelling
SIR/SEIR Epidemic Spread Model
Differential equations of population biology. R₀, herd immunity
threshold.
ArticleMathematics
L-Systems and Plant Growth
Lindenmayer grammars, Turtle graphics, recursive trees, Barnsley
fern.
🌀 Chaos & Dynamic Systems
2 articles🧬 Cellular Automata
2 articles🔭 Astrophysics
2 articles📐 Mathematics
3 articles
ArticleProcedural Generation
Perlin Noise and fBm
Gradient noise, octaves, fractional Brownian motion. Terrains,
clouds, textures.
ArticleGeometry
Voronoi Diagrams
Fortune's algorithm, Delaunay triangulation, applications in
physics and terrain generation.
ArticleFractals
Fractal Geometry and Dimension
Mandelbrot set, Hausdorff fractal dimension, IFS iterated
function systems.
💻 Computer Graphics
3 articles
ArticleRendering
Ray Tracing from Scratch
Rays, sphere/triangle intersection, shadows, reflections, BVH
acceleration.
ArticleGLSL
Ray Marching and SDF
Signed Distance Functions, sphere-tracing, ambient occlusion,
soft shadows in GLSL.
ArticleShaders
Procedural Textures in GLSL
FBM, Worley noise, marble, wood, reptile skin. All using maths
in the shader.
🎓 Tutorials
11 tutorials01
Your First Simulation in 30 Minutes
Three.js from scratch: renderer, scene, camera. Five steps to
moving particles.
02
Three.js for Beginners
Geometries, materials, lighting, textures, OrbitControls — all
the basics.
03
GLSL Shaders from Scratch
Vertex and fragment shaders, uniforms, varyings, passing data
to the GPU.
04
Cannon-es: Physics Bodies and Collisions
World, Body, Shape. Syncing Three.js + Cannon-es.
RaycastVehicle.
05
Optimising Simulations: InstancedMesh and Spatial Hashing
From 500 to 50,000 particles at 60fps. InstancedMesh,
WebWorker, spatial hashing.
06
Fluid Simulation in an Evening
SPH implementation from scratch. Spatial partitioning,
kernels, integration. Full code.
07
How to Build Your Own Simulation
Template from idea to publication. File structure, HUD,
controls hint, responsive.
08
Pathfinding Algorithm Visualiser
A*, Dijkstra, BFS in live animation on Canvas 2D. Maze +
interactive walls.
09
Solar System in Three.js
Textured planets, Keplerian orbits, CSS2D labels, speed
slider, UnrealBloom post-processing.
10
GLSL Fire & Water Shader
fBm noise fire with colour ramp, Gerstner waves, Fresnel
caustics — raw WebGL2 & Three.js ShaderMaterial.
11
Save Settings with localStorage
Persist slider values, toggles and camera state across reloads
with JSON, schema versioning and IndexedDB.
📚 References
8 referencesWebGL Cheatsheet
API, states, extensions
GLSL Cheatsheet
Functions, types, precisions
Mathematical Formulae
Vectors, matrices, quaternions
Physical Constants
G, c, kB, h, NA
Algorithm Glossary
SPH, BVH, ACO, RK4…
Numerical Methods
ODE integration, PDE
Algorithm Complexity
Big-O table for simulations
Simulation Comparison
Cost, accuracy, approach
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