VRscosity was the final dissertation project for my undergraduate studies, essentially three months of hard graft producing a prototype fluid dynamics sandbox similar to the 2D powder toys I played with as a child. There is a download at the bottom of this page for both the HTC Vive original and an *experimental* Oculus build.

This version of the game is very much a prototype, and is far from complete or in depth. However it should give you some indication as to what I was hoping to achieve and what I will (hopefully) return to at a much later date. Likely with a much faster physics system and more materials to play with!

It’s not the best thing in the world, but having never approached Unity as an engine, C# as a language or VR development properly before I started this project, I’m reasonably proud of what I achieved. So there’s that.

Once again this is freely supplied, and downloads are at the bottom of this page!

If you want to get in touch feel free to use the social media/email links at the bottom of the page.


VRscosity is an attempt at a 3D remake of fluid dynamics games such as Powder Toy and Dan Ball’s Powder Game. The player is given access to a couple of material “brushes” to paint into 3D space, which then flow and pile as sand and liquid would do.

  • Water and lava flow!
  • Sand and Stone pile up.
  • Lava sinks through stone, melts sand!
  • Lava turns to stone with water.
  • “Block” is not simulated, and can be used to make bowls!

The prototype presented here offers a 128³ (128*128*128) voxel area to “paint” rock, sand, water and lava into – alongside “block” objects for making bowls or dams! Don’t worry about framerate drop, the implementation was tested and capable of handling millions of individual voxels at once! (Though, be warned, the simulation will slow down to compensate).

There are some development blogs over here, though deadlines prevented further writing on this project.


VRscosity Island
An island of rock and sand in a water lake.
VRscosity can render a lot of voxels at once!
VRscosity can handle hundreds of thousands of voxels without a drop in frame rate.
Inspiration from Tilt Brush
The prototype menu was inspired by Tilt Brush



The project was originally created with the HTC Vive for SteamVR in Unity 5 on a reasonably powerful computer running Windows. I cannot offer recommended specs, however the more powerful your processor the smoother your experience will be. I cannot promise that VRscosity will run on any other operating system.

Specs for the computer this project was developed on:

  • Intel i7 3930K 3.2Ghz.
  • 36GB DDR3 1337mhz
  • Nvidia GTX1080
  • Windows 10 OS running on an SSD

Graphically the project is not very intensive so if you can run most VR games you’ll be fine to run this.

As a bug with the prototype, please ensure you have SteamVR running and both controllers turned on before you launch the game. You have to exit the game via the SteamVR dashboard.


Original SteamVR build

Download here.

Experimental Oculus Build [WARNING]

This build is untested locally as I do not own the required hardware. There is no guarantee this will work and it is recommended that you download the SteamVR build and run that.

But if you must, download here.

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