Water Waves' velocity, wavelengh and amplitude

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Discussion Overview

The discussion revolves around the properties of water waves generated by a body interacting with the water surface, specifically focusing on how the body's parameters affect wave velocity, amplitude, and wavelength. The context includes both theoretical aspects and practical considerations for a water simulation in a platform game.

Discussion Character

  • Exploratory
  • Technical explanation
  • Conceptual clarification
  • Debate/contested
  • Mathematical reasoning

Main Points Raised

  • One participant seeks to understand how a body's shape, velocity, and mass influence the wave's velocity (v), amplitude (A), and wavelength (λ) in a real-world context.
  • Another participant presents a formula for phase velocity (c) of gravity-driven waves and discusses the dispersive nature of waves, noting that different wavelengths travel at different speeds.
  • The concept of shallow water waves is introduced, where the phase velocity simplifies to c = √(gh), indicating that waves retain their shape in this limit.
  • Non-linear effects on amplitude are mentioned, with a note that these effects require retaining non-linear terms in the governing equations, while also discussing amplitude dispersion.
  • The phenomenon of solitons is introduced, where dispersive effects cancel out, allowing undistorted propagation of wave signals composed of different wavelengths.
  • Surface tension effects are noted for small wavelengths, with the observation that shorter wavelengths travel faster.
  • One participant expresses uncertainty about the effects of the body's parameters on the initial wave shapes, suggesting that it is a complex issue.
  • Another participant proposes using a simplified approach in their simulation, indicating that they will treat amplitude and velocity as functions of the body's velocity, while considering the shallow water assumption for phase velocity.
  • There is a suggestion that the shallow water assumption should be used for phase velocity, emphasizing the physical implications of wave speed relative to the water depth.

Areas of Agreement / Disagreement

Participants express varying degrees of agreement on the application of the shallow water assumption and the implications for wave velocity. However, there remains uncertainty regarding the specific effects of the body's parameters on wave properties, and no consensus is reached on this aspect.

Contextual Notes

Limitations include the dependence on assumptions such as the shallow water condition and the neglect of friction effects in certain discussions. The complexity of non-linear effects and their implications for wave behavior are also acknowledged but not resolved.

Who May Find This Useful

This discussion may be useful for game developers interested in simulating water dynamics, physics students exploring wave mechanics, and researchers examining the interplay between body dynamics and wave properties in fluid environments.

tom_backton
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I'm trying to make a simple water simulation for a platform game (some of you will probably think "why should I care what you need it for?" but the fact it's a platform game tells you what point of view the game has). When a body touches the surface of the water, it creates two waves, one for each direction (right & left), with a single wavelengh. I could easily make a simple formula to calculate the wave's properties, for instance Amplitude = body's vertical velocity multiplied by a constant. But I want to know how it works in the real world...The body has a known shape, velocity, mass, etc. what I would like to know is how the body's parameters affect the wave's velocity(v), amplitude(A) and wavelengh(\lambda).
 
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Well, if we only look at a linearized, gravity-driven wave-train propagating over a flat bottom of height "h" , the phase velocity "c" of the wave is:
c=\sqrt{gh}\sqrt{\frac{tanh(kh)}{kh}}, k=\frac{2\pi}{\lambda}
wher "k" is the wave-number, and "tanh" is the hyperbolic tangent function.
Since the phase velocity generally depends on "k", we say that these waves are "dispersive", since an initial signal composed of wave components of different wave-lengths would become twisted and distorted due to the different component velocities we'd have.

In the "shallow water" limit, i.e kh<<1 (ratio height/wavelength tiny), this reduces to the non-dispersive relationship c=\sqrt{gh}
That is, in shallow water, an initial signal RETAINS its form as it propagates.










As for amplitude-effects:
In general, this is what we call a "non-linear" effect, which means that we can only see them if we retain the non-linear terms of the constitutive differential equations (typically, potential flow with a free surface is sufficient here, i.e, neglecting foremost the effects of friction (either from internal viscosity or interaction with, say, wind/water)/vorticity)


Typically, we will also see amplitude dispersion as well, along with wavenumber dispersion, and the more energetic high-amplitude waves travel faster than low-amplitude waves.

But, an interesting case is given by the so-called solitons, an isolated trough or peak, in which the dispersive effects cancels out, so that the initial signal, although composed of different wave-lengths, can propagate undistorted.



Further, effects of surface tension comes into play at tiny wave-lengths, the shortest traveling faster
(this is a "linear" effect)


They and other waves are, of course, subject to the forces of friction,which slowly "burn off" the energy contained in them.
But, the observable effect of friction is amplitude-reduction, rather than reduction of phase velocity.


Finally:
As for the intrusive body's parameter's effects on the initial wave signals' shapes, I wouldn't hazard to guess at all. I have a very strong suspicion that nobody would..
 
Last edited:
Thanks for the help! :)
I'll just let A and v be functions of the body's velocity...Trying the longer formula of c could be interesting, but in this game I'm using square waves instead of sine waves, so constant c will be good enough.
 
tom_backton said:
Thanks for the help! :)
I'll just let A and v be functions of the body's velocity...Trying the longer formula of c could be interesting, but in this game I'm using square waves instead of sine waves, so constant c will be good enough.
Indeed.
If people start dissing you for not taking into account, say that you obviously had in mind a scenario fulfilling the shallow water assumption. Thatll shut'em up. :smile:

However:
Let "A" be a function of the body's velocity if you like, but as for the phase velocity c (your v), you should use the shallow water assumption, it is unphysical to assume that the wave some distance away from your object would traverse at a different speed than the square root of g*h.
 

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