this post was submitted on 25 Sep 2023
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Game Development
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If you want to write it as a fluid sim, you can take a look at "Real-Time Fluid Dynamics for Games" by Jos Stam.
There was also a series of articles by Michael J. Gourlay on Intel's website (maybe about a decade ago?) called "Fluid Simulation for Video Games". I'm having trouble finding an index of it, but individual PDFs for some of the entries show up in Google -- you might need to go digging around archive.org for that one, but it had a lot of interesting info in it. I think there were somewhere around 20-ish parts and some of the later entries discussed things like modeling heat.
That might be more detailed than what you're interested in, though; the rabbit hole on this subject goes deep...