OZONE Asylum
Forums
DHTML/Javascript
Water physics
This page's ID:
31591
Search
QuickChanges
Forums
FAQ
Archives
Register
Edit Post
Who can edit a post?
The poster and administrators may edit a post. The poster can only edit it for a short while after the initial post.
Your User Name:
Your Password:
Login Options:
Remember Me On This Computer
Your Text:
Insert Slimies »
Insert UBB Code »
Close
Last Tag
|
All Tags
UBB Help
Hi there. For your enjoyment, one of my recent toys : http://argo.lightworkers-federation.com/water/merkaba.html Wu lines with feedback, mblur, and mah pocket 3d engine. Have to decouple matrix maths, other than that, this 4k thing is acceptable and a funny toy play with. The api is clean and lean, so I can derive stuff from it pretty easily. But that's not my question (I will post it with a GPL type license sometime). My question is about water : following is a super-tsunamis simulation. http://argo.lightworkers-federation.com/water/water.html Physically, this is partly accurate. But there are two extra factors to throw in : - frontal waves do pass through each other but... - if there is a bias, they accumulate. How can I factor that in? - near coasts, the part which is underwater "collides" against the rising sea bed, causing a slowdown, and what we see when we witness is a tsunami impact. This is called "water refraction", because that's exactly what it is, the refraction of a signal - that signal is the propagation of pressure variations in water. Weee. How do I factor that one in? And sorry for posting in the js forum, it seemed to be the most appropriate.
Loading...
Options:
Enable Slimies
Enable Linkwords
« Backwards
—
Onwards »