Welcome to this Just-For-Fun waterdrop simulation!

Introduction:

This has been written on one boring evening (maybe even inspired by the rainy weather of Trondheim :-), so do not expect high performance! Anyway it took most of the time to find good values for the drops (how strong should the impact be), the loss of movement energy and finally how to visualize the wave travelling along the underlying texture. They all can be improved further...
I got the formula from:
http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
(who doesn't know the smart inventor either, but he has a very detailed description)

Cellular Automata

OK, that is not the kind of lifelike simulation I am really interested in and you would expect of CAs. Anyway without any complex formulas the cells can represent the hight of traveling waves. As I said this was just for fun so follow the above link for info on algorithm detail, watch the demo below and/or have a look at the source code.

Click here to watch the webdemo

Download source files (zip)

You may use and change this sourcecoude as you wish.
I do not guarantee the correctness of the program code or the information given on this side and thus deny any responsibility for your use of it
Johannes Knabe (knabe@panmental.de)
v0.0 Trondheim, Norway, 15.10.2003 (10/15/03)
This is http://www.panmental.de, visit also:
Wator, simulation of a simple Predator/Prey ecosystem
Conways classical Cellular automata: game of life
the page of the students union Cognitive Science Osnabrck