May 31, 2026
Leaner Data Exchange with Blender
Work focused on cutting down the constant back-and-forth of data between the simulation engine and Blender, aiming for a single clean pass instead of repeated round-trips so the workflow stays responsive. The way the scene is scanned to detect what needs simulating was also improved for better accuracy.
May 30, 2026
Repeatable Results and Shared Caching
Effort went into making the snow simulation perfectly repeatable, so an identical setup always produces the exact same result — essential for reliable animation. A caching system shared with the Phenix project was wired in so previously computed frames can be reused instead of recalculated from scratch. The remainder of the day was spent diagnosing and ironing out small inconsistencies in the output.
May 29, 2026
Snow Engine Takes Full Ownership of Particles
The snow engine was restructured so it now controls the entire life of every snow particle from birth to melt, while Blender simply supplies the artistic settings and displays the result. The whole simulation was moved onto a new memory-light grid that concentrates computing power only where snow actually exists, a change delivered and validated at roughly 80 percent. An older, heavier surface-building method was retired in favour of this leaner approach, alongside a broad round of cleanup and reorganization.
August 31, 2024
Blender 4.2 Support & Production Release
Completed migration to Blender 4.2.0 stable release. Delivered production-ready addon with full feature parity, optimized memory handling, and stable physics simulation pipeline.
January 17, 2024
Blender 4.0 API Migration
Updated addon codebase for Blender 4.0+ API changes, ensuring compatibility with latest Blender architecture while maintaining backward compatibility.
April 7, 2022
Boundary Handling & GPU Device Selection
Implemented robust boundary flag system for domain edge handling and proper GPU device enumeration with per-scene GPU selection UI for multi-GPU systems.
March 26, 2022
Chunked GPU Memory Architecture
Refactored GPU memory management using spatial chunking system with multi-threaded Rayon-based empty chunk detection. Enabled larger-scale simulations through lazy initialization and dynamic allocation.
January 17, 2022
Blender Native Particle System Integration
Refactored addon to use Blender’s native particle system rather than custom handling. Improved platform detection for cross-OS compatibility and stabilized particle upload/download.
January 2, 2022
PyO3 Python Extension Interface
Developed PyO3-based Python extension module for direct Blender Python access to the Rust simulation engine. Clean API for fluid parameters, grid resolution, and boundary conditions.
November 4, 2021
Cross-Platform Binary Distribution
Solved cross-platform compilation issues by removing Kiss3D dependency. Implemented automated release tooling with platform-specific artifact packaging for Windows and macOS.
July 11, 2021
Animation Caching & Domain Management
Built persistent cache system for storing simulation results to disk using Alembic (.abc) format. Refined UI with batch domain processing and UUID-based unique naming scheme.
May 30, 2021
GPU/CPU Hybrid Solver with SDF Geometry
Implemented dual GPU/CPU computation paths, integrated signed distance field (SDF) sampling for accurate geometry representation, and developed particle emission from Blender emitter objects.
April 25, 2021
Blender Addon Communication & UI
Built complete Python-Rust bridge using socket communication protocol. Implemented comprehensive Blender UI with property panels, domain configuration, and particle emitter controls.
December 31, 2020
WGPU Snow Simulation Engine Foundation
Established core GPU compute pipeline using WGPU, implementing CFD algorithms including advection, diffusion, and boundary conditions. Achieved stable particle-based snow physics with shader-driven acceleration.