[ascl:1612.020]
Grackle: Chemistry and radiative cooling library for astrophysical simulations
Smith, Britton D.;
Bryan, Greg L.;
Glover, Simon C. O.;
Goldbaum, Nathan J.;
Turk, Matthew J.;
Regan, John;
Wise, John H.;
Schive, Hsi-Yu;
Abel, Tom;
Emerick, Andrew;
O'Shea, Brian W.;
Anninos, Peter;
Hummels, Cameron B.;
Khochfar, Sadegh
The chemistry and radiative cooling library Grackle provides options for primordial chemistry and cooling, photo-heating and photo-ionization from UV backgrounds, and support for user-provided arrays of volumetric and specific heating rates for astrophysical simulations and models. The library provides functions to update chemistry species; solve radiative cooling and update internal energy; and calculate cooling time, temperature, pressure, and ratio of specific heats (gamma), and has interfaces for C, C++, Fortran, and Python codes.
[ascl:1612.017]
GAMER: GPU-accelerated Adaptive MEsh Refinement code
GAMER (GPU-accelerated Adaptive MEsh Refinement) serves as a general-purpose adaptive mesh refinement + GPU framework and solves hydrodynamics with self-gravity. The code supports adaptive mesh refinement (AMR), hydrodynamics with self-gravity, and a variety of GPU-accelerated hydrodynamic and Poisson solvers. It also supports hybrid OpenMP/MPI/GPU parallelization, concurrent CPU/GPU execution for performance optimization, and Hilbert space-filling curve for load balance. Although the code is designed for simulating galaxy formation, it can be easily modified to solve a variety of applications with different governing equations. All optimization strategies implemented in the code can be inherited straightforwardly.