I will give a talk on fluid simulation on GDC this year! Make sure to attend the physics tutorial.

The session will focus on the formulation of a fluid constraint. In contrast to most other particle-based fluid simulatiors, mine uses a sequential impulse solver, normally found in rigid body engines. This improves incompressibility and makes interaction with rigid bodies very stable. This is the method used in Sprinkle and all 3D fluid movies posted earlier on the blog.

The tutorial does also include interesting talks about convex hull creation, physics debugging, constraint solvers and character collision.