Fluid simulation · mimo-v2.5-pro
Create a real-time fluid simulation on a full-screen canvas where dragging the mouse pushes swirling colored dye through the fluid.
transcript · 6 messages
Create a real-time fluid simulation on a full-screen canvas where dragging the mouse pushes swirling colored dye through the fluid.
thinking
The user wants a real-time fluid simulation on a full-screen canvas. This is a classic WebGL-based Navier-Stokes fluid simulation. I'll create a single self-contained HTML file with: 1. A full-screen canvas 2. WebGL-based fluid simulation using the Navier-Stokes equations 3. Mouse interaction that adds dye and velocity to the fluid 4. Colorful swirling effects I'll implement a GPU-accelerated fluid simulation using WebGL shaders. The key components are: - Advection (moving quantities along the velocity field) - Diffusion (spreading out quantities) - Pressure projection (making the velocity field divergence-free) - External forces (mouse input) Let me write a complete implementation based on Jos Stam's stable fluids approach, similar to what's used in popular demos like the one by Pavel Dobryakov. This will be a WebGL implementation with ping-pong framebuffers for the simulation steps.
I'll build a GPU-accelerated Navier-Stokes fluid simulation using WebGL with ping-pong framebuffers. This is a substantial piece of code:
/workspace/index.html (22458 bytes)Successfully wrote 22458 bytes to /workspace/index.html
thinking
The file is created. Let me verify it exists.
{"command":"ls -lh /workspace/index.html"}-rw-r--r-- 1 node node 23K Jul 22 17:38 /workspace/index.html
thinking
The file is created successfully. Let me review it to make sure everything is correct.
The file is ready at `/workspace/index.html` (23 KB). Here's what it implements: ### Fluid Simulation Architecture **GPU-accelerated Navier-Stokes solver** using WebGL with ping-pong framebuffers: 1. **Vorticity confinement** — Computes curl of the velocity field, then injects force to amplify swirling eddies (controlled by `CURL = 30`) 2. **Pressure projection** — Jacobi iteration (20 passes) to make the velocity field divergence-free (incompressible) 3. **Advection** — Semi-Lagrangian method moves both velocity and dye along the flow with dissipation 4. **External forces** — Mouse/touch dragging injects velocity + colored dye via Gaussian splats ### Interaction - **Click & drag** (or touch & drag) to push fluid and paint dye - Each new drag gesture gets a **random vivid color** from HSV palette - On load, **5–10 random splats** kick off the simulation with initial turbulence ### Rendering - Dye textures are tone-mapped (Reinhard) with gamma boost for vibrant, glowing colors - Supports both WebGL 2 and WebGL 1 fallback with half-float textures - Full-screen responsive canvas that reinitializes on resize
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
EVALUATION
Drag creates a faint purple dye smear that slowly fades, but no swirling motion or click/keyboard response is visible.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.