Liquid simulation sandbox, you can create water, oil and foam, mix it all together, draw collision walls and air emitters. There is a limited number of particles (cca 5000). It is based on smoothed particle hydrodynamics (SPH) - Langrangian method of fluid simulation. This simulation is quite process intense, sometimes it helps when you close other tabs in a browser.
Here you can find new Fluid Water Simulation 3 and more experiments.
Water - create water
Oil - create oil, lighter and higher viscosity than water
Foam - create foam, very light with high viscosity
Wind - use for mixing liquids [alt. right mousebutton]
Wall - paint colission walls
Delete Wall - delete colission walls
Air Emitter - draw air emitters (only visible when edited)
Del Air Emitter - delete air emitters (only visible when edited)
Delete Liquid - delete liquid (eraser)
[Particle Bar] - shows number of particles on scene
Limit - 30fps limit [on|off]
Del All Liquid - delete all liquid
Delete Scene - clear everything
Particle bar shows a number of particles on scene. Maximum is 5000 and default framerate is 40fps. If the framerate is lower than 35fps bar is greyed out and if the framerate is lower than 30fps you can't create more particles. You can turn on/off this feature with Limit button.
(for example on Core2Duo E8200 2.6GHz you can create 5000 particles, Core2Duo P8400 2.2GHz - 3500 particles,
Pentium4 2.8GHz - 2000 particles at 30fps)
The applet is tested and working with Firefox, Opera, Chrome and Internet Exporer with Java plugin.
If applet is not running in a browser window try to:
1. reload page and wait a while, if it doesn't help,
2. delete browsers cache and restart browser, if this doesn't help,
3. download latest Java from here for windows or manually from here for all operating systems and reload page. Test if you have installed latest Java plugin here.
4. use Firefox or Opera instead of Internet Exporer (you have to allow active content in IE).
Particle-based Visoelastic Fluid Simulation | this experiment is based on this paper, modified for multiple fluid collisions and optimized for realtime simulation.
Programmed in processing.
© 2009-2012 peter blaškovič | escape motions