I want to "lure" my nephews and nieces towards science and engineering, and one of the things I've done towards that goal is to code some real-time physics simulators.
bash$ ./configure bash$ makeI have also made Win32 binaries available (cross-compiled with GCC-MinGW32) for the people that don't know how to compile the code, but would like to use it anyway...
For the specifics of each "demo", check the README inside each source package.
Click and hold-down the left mouse button to create a never ending supply of "debris".
Hit SPACE to pull down the string at a distance of 1/4 its full length (from the left). See if you can hit SPACE at the proper frequency (natural structural frequency) to maximize the wave amplitude... Can you make it reach the right side?
Click (and hold) the left mouse button to "pull" the water at the point where you click. Draging the mouse makes for nice waves that reflect around the borders of the "pool"...
And yes, what you see there getting covered in snow is my... name... in Greek :-) Hey, my nephews loved it! :-)
The theory behind real-time wave simulation is a little more complex.
Assume we have a wave, , where refers to the horizontal screen axis (i.e. the X-pixel coordinate). provides the pixel -coordinate at frame ; we want to find what the values will change to, at frame .
Consider the individual pixels to represent the water molecules, and assume that each molecule is influenced only by its two neighbours (left and right), as if they are connected to it with springs. That is, assume that a given pixel's value, , is only influenced by the attractive force of its two neighbours, the left pixel, , and the right pixel, .
With the position, the velocity and the acceleration, the laws governing motion tell us the following (using dt=1):
First: the pixel's position in the new frame is equal to the position in this frame, plus the vertical velocity:
These equations can be used to perform the simulation, and they would work fine. There is one problem, though: the simulation would be slow, since there's quite a lot of calculations going on per pixel...
Instead, we will use the acceleration at time (instead of ), which basically means that we will approximate the current acceleration rate with the one we would have in two frames' time. We will also set to 1, to further simplify the calculation.
Replacing in 1 leads to the following:
For the corresponding two-dimensional problem, we just average the effects of the X- and Y- coordinate waves:
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