This piece explores the dynamics of particle physics and liquid in an unbound system. In it, I set up a small space in which a particle system can play, bouncing off obstacles, creating rivers and falls, and responding to various physical constraints.
It is created using a webgl pipeline consisting of, primarily, a GPGPU particle system consisting of 16k particles in motion in real-time. The physics simulation is made possible using a compute shader (not really compute, given webgl, but you get the idea) which records the particles' position, velocity, age, and data to a texture for use by the point program. Each particle is rendered as a semi-transparent radial gradient, adding up to a distance field that is used to render the liquid.