Navier-Stokes fluid simulation explained with Godot game engine
The article explains how to implement Navier-Stokes fluid simulation using the Godot game engine. It aims to provide accessible learning materials for those interested in fluid dynamics in game development. The author emphasizes that the implementation prioritizes readability over performance, making it suitable for educational purposes.
- ▪The author created a blog post to simplify the understanding of fluid simulations in game development.
- ▪The implementation sacrifices precision for speed, using a small grid and approximation equations.
- ▪The code and learning materials are available on GitHub, with checkpoints for easier following.
Opening excerpt (first ~120 words) tap to expand
19 May 2026 Navier-Stokes fluid simulation explained with Godot game engine When I first stumbled upon fluid simulations in game dev I was amazed on how good the effect could be. I really wanted to learn how this works, but learning materials on this topic are suprisingly sparse - and those which I found were pretty difficult to understand. Nonetheless, I decided to give it a try; and - while I’m at it - why not create a blog post out of it to hopefully make it easier for the next guy? Before we begin, I want to stress a few points: I’m not a mathematician. If you find errors in my explanations, please DM me on Bluesky or send an email and I’ll correct it This implementation is for learning purposes only. For that reason it is implemented in a way that is not the best performance-wise.
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Excerpt limited to ~120 words for fair-use compliance. The full article is at Myzopotamia.