This summer me and a friend released a physics puzzler for iOS and Android based on fluid simulation. It started as a really small project almost a year ago, but grew along the way and has been really well received on both platforms. Last year i posted movie clips from a fluid simulator I was working on, and the fluid in Sprinkle is basically the same algorithm, but in 2D and with lots of optimizations. The simulator is particle-based, but not traditional SPH. Instead, the pressure and velocity is solved with a regular "sequential impulse"-solver. It's quite a mindjob to work out the constraint formulation, but it's worth the effort, since you get unconditionally stable fluid that is reasonably fast and interacts seamlessly with rigid bodies. The most compoutationally intensive operation is neighbor finding. I'm using a pretty standard spatial hashing technique, with a twist. Each particle gets assigned which quadrant within the cell it belongs to, and a
A game technology blog with focus on physics. I'm the co-creator of mobile games Smash Hit, PinOut, Does not Commute, Granny Smith, Beyondium and Sprinkle. Twitter handle: @tuxedolabs