Need some way to define a water node. Its appearance needs to allow some level of transparency. It would not have a fixed geometry but would alter its shape as follows:
Minimizes its potential energy until it finds lowest part of container that will hold its volume, some virtual worlds might want to define any area below a certain height, not occupied by a solid as being water (the sea or a lake for example).
Is there a way to solve this analytically? I guess we just integrate from the lowest point until we get to the volume of the water?
Wave equations for generating the surface are well known for smooth waves, more difficult for surf.
One way to simulate waves would be to use the blobBean object.
If you just want to give the appearance of waves, without a real time simulation, then it might be possible to use a 3D texture (Texture3D) with an animated image (can Java3D support bump mapping hardware? G400 card).
FlowThe governing equations for Newtonian fluid dynamics, the unsteady Navier-Stokes equations, have been known for over a century. also see Computation Fluid Dynamics (CFD)
Some way to model the flow of water would be useful.
It would be useful to model floating & submerged objects including buoyancy, moving in currents, propellers, oars, fins, etc.
Particle systems can give the illusion of fluids, for example water gushing from a pipe (see here). But could particle systems actually simulate fluids? For example if we generate enough particles to simulate a contiguous volume of liquid, and we program them with the rules to simulate gravity, surface tension, non-compression, etc. Then could we simulate a liquid? Please e-mail me if you have any ideas on this.