Multiphysics Simulation Tutorial
Mouse-Interaction/navigation is different from: 3ds max, Blender, Cinema 4D, Maya, ProE, Rhino3DV6 (which can be customised), Solidworks etc.
Your software is to be used in conjunction with other software, so should it not adopt conventional-methods?
Is there a specific reason for using only one mouse-button and relying on different combinations of the Shift, Alt and Ctrl keys to do everything?
It might seem like a petty thing, but you have become accustomed to it. New users proficient in other software can’t function efficiently. The main controls in cars etc are all the same. If you start swapping the function of those controls, you are asking people with driving licences to not only start from scratch, but worse than that, forget all the muscle-memory.
Thanks for taking the time to post some feedback. Thanks for pointing that out, they mouse interaction/navigation was meant to be compatible with laptop mouse pads (which don’t have middle buttons).
But you make a good point, the goal is to work with other applications, so the process should be as smooth as possible (through customization and default settings). Look out for a future update, this should be addressed in some way.
Yeah Simulation ‘production’ machines are most likely gonna be big beefy workstations with as much RAM and Processing power as you can buy. Thats nicely up-gradable too. Aka mouse as standard input device.
So being ‘laptop friendly’ is an odd default IMHO.
But hey keep it as a preference option. There is always somebody who needs to find out how impractical laptops are for serious production.
Extreme claustrophobia is the quickest way to deter new users. Your program looks really cool! I’m curious about the fundamentals though, so hopefully you can answer me a question.
Would this program be able to handle gyroscopic stacked spins? That is to say, would you be able to tell it how to tell a PARTICLE how to spin, and advance through spin levels as it gains radius? I’m really looking for a dynamic way to do this, as I’ve struggled heavily with Maya for years now trying to script it with expressions.
The quick answer is no, because the fluid solver uses particles to full fill physically based constraints, the closest thing to spin in that context is vorticity or curl. The grain solver could in theory, but it doesn’t use rotations.
But i understand what you might want, there should be a traditional particle system implemented in the near future with some position based dynamics (a little like nucleus particles). I will keep this request in mind.
I know it’s a weird one. Here’s a visual example of what I mean, and how it works physically:
This is the latest theory of quantum charge at the foundational level, so it’s a new field and very dicey. The photon level is hard to work with, given the speeds and tiny radii! 
But I don’t expect you to do this, it’s just a wish.