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Pixel water splash gif
Pixel water splash gif















You can adjust this value to change the properties of the water. I mentioned earlier that the spring constant, k, controls the stiffness of the spring. For the demo, I set it to halfway down the screen, at 240 pixels. You should set this value to where you want the surface of the water to be. Here, TargetHeight is the natural position of the top of the spring when it's neither stretched nor compressed. Putting it all together, our water surface particles will do the following each frame: public float Position, Velocity Ĭonst float k = 0.025f // adjust this value to your liking It's not the most accurate type of numerical integration, but it's fast, simple and adequate for our purposes. We're going to use the simplest form of numerical integration - each frame we simply do the following: Position += Velocity

pixel water splash gif

To determine position from acceleration, we need to do numerical integration. We'll assume that all our particles will have the same mass, so we can combine k/m into a single constant. This gives us the acceleration for our particles. This means the stronger a force pushes on an object, and the lighter the object is, the more it accelerates.Ĭombining these two formulas and rearranging gives us: Here, F is force, m is mass and a is acceleration. To do this, we need a couple more formulas from physics.

Pixel water splash gif how to#

To simulate springs, we must figure out how to move particles around based on Hooke's Law. The spring constant, k, determines the stiffness of the spring. The negative sign indicates the force is in the opposite direction to which the spring is displaced if you push the spring down, it will push back up, and vice versa. The force provided by a spring is given by Hooke's Law:į is the force produced by the spring, k is the spring constant, and x is the spring's displacement from its natural length. Springs have a certain natural length if you stretch or compress a spring, it will try to return to that natural length. One great thing about springs is that they're easy to simulate.

pixel water splash gif

We will then make water particles pull on their neighbouring particles to allow the waves to spread. This will allow the waves to bob up and down.















Pixel water splash gif