It was fairly straightforward to get the .love running on macOS. I grabbed Nuklear[1] and LÖVE-Nuklear[2], built [2] on macOS (had to point at Nuklear's header), dropped the .so in your /bin, a one-line edit to main.lua, repackaged, et voila!
Check my profile and drop me a line if you'd like.
macOS is a PITA, maybe with MetalVK or ANGLE there could be less pain; but OpenGL is in a sad state on macOS ever since they started becoming territorial about GPU APIs.
This is IMO a more relevant question than it seems. You'd think so, but it's absurdly rare to see real-world uses of demo techniques like this (not only talking about fluid-sims, here). I long wondered why this is (easy answer: because it's hard).
These things are often designed to run very efficiently and getting maximum effect out of limited hardware and memory. It's perfect for, say, a small indie game looking for a cool background effect or something. I'm sure there's examples, but I couldn't even come up with one.
The game PixelJunk Shooter [1] is a game that that takes advantage of fluid dynamics. They use a technique called "Smoothed particle hydrodynamics". Particle based techniques might be better suited for real time fluid dynamics.
I wrote a game based on Jos Stam's Fluid Dynamics approach 2 years ago [1]. But without any GPU acceleration.
It was also discussed on Hacker News [2]. There you can also find links of other computer games which uses fluid dynamics.
I forked this with the intention of adding a music visualizer. I never got around to the visualization part, but I did add a few more features, a Soundcloud player, and typescript type annotations: