scott wrote:
>>>> Does anybody know how either of these simulations actually work?
>>>
>>> I suspect they solve the differential equations in question :-D
>>
>> No... really? :-P
>
> Really.
>
> The wave tank one is easy, for every "pixel" it simply solves the wave
> equation.
>
> http://en.wikipedia.org/wiki/Wave_equation
>
> It may look scary if you don't recognise the symbols, but the maths is
> actually quite trivial. All the wave equation says is that the 2nd
> derivative wrt to time (ie acceleration) of the value of each pixel is
> proportional to the 2nd derivative of the value wrt to distance summed
> over every axis.
>
> It's easy to code, you can just take the difference between neighbouring
> pixel values twice to work out the 2nd derivative in the x and y
> direction and hence the acceleration. Then the acceleration can be used
> to work out the velocity and new value using Euler integration.
So... acceleration = surface curvature?
How does that change when you have things like walls? Do you have to do
anything special at those edges?
--
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