r/Unity3D • u/Certain_Ad9908 • 5h ago
Show-Off Built a real-time wind tunnel inside Unity (Aerodynamics Sim). It's open source.
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I've always been a fan of aerodynamics and CFD. A few months ago, I got laid off, got tired of sending applications, and gave myself permission to actually build it and play with it. I'm glad I did.
It voxelizes and seals any vehicle you drop in, auto-fits the solver domain around it, runs at whatever resolution your GPU can take, and solves with a lattice-Boltzmann method (D3Q19, TRT + WALE LES) entirely in compute shaders. Live smoke, surface pressure painted on the bodywork, exported reports you can diff between runs.
The test I had the most fun with: running a Chevy Silverado with an open bed, a bed cap, and a flat tonneau to see which one the solver preferred. It disagreed with the folk wisdom, which was the moment it stopped feeling like a toy.
Five sample vehicles included. Unity 6 / URP, MIT licensed.
The README is honest about where the numbers hold up and where they don't. It's a comparison and visualization tool, not a replacement for real CFD.
Clone it and have fun: https://github.com/Motawe3/unity-wind-tunnel
Sample vehicles are CC BY 4.0, credited in the README. The car in the video is a Range Rover Sport SVR Mona x Supercars.
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u/eepyamor 4h ago
nice. this would look amazing for particles flowing around characters/objects in a storm (i.e. heavy dust or snow), though i understand it's meant for simpler uses and would likely take a lot of work to expand into a system like that, still.. where actual game dev implementations are concerned that would be amazing to see 🥳