Custom Divergence-Free Smoothed Particle Hydrodynamics engine built from scratch in C++ with Vulkan rendering.
https://www.youtube.com/watch?v=Tanehua1MCI
Real-time cloth physics with soft-body dynamics.
Source: C++ / CX
Source: Python & MATLAB — Filters | Signal Correlation
Source: Java
Source: Kotlin
"Refractive Texture Mapping, Part One" Game Developer (formerly Gamasutra)
"Refractive Texture Mapping, Part Two" Game Developer (formerly Gamasutra)
"Designing Fast Cross-Platform SIMD Vector Libraries" Game Developer (formerly Gamasutra)
Cited in Real-Time Rendering, 3rd Edition Bibliography