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fluidsim (wgpu edition)

bevy -> wgpu == decent compile times (finally)

tesselation (aka. circleizer) brought to you by lyon

Thank you so much to Sebastian Lague for the gradient and also showing me how to do stuff.

im gonna make a compute shader for this next (the cpu is soo bad at parallelizing simple stuff lmao)

Demo (Youtube)

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fluid simulation so i can learn how rendering works (works!!!!!) (super cool!!!!!)

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