What physics do I need to learn to do calculations for throwing water?

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To calculate the damage from throwing water, classical physics, particularly kinematics, is essential for understanding the motion, which follows a parabolic path influenced by gravity and the angle of throw. However, accurately simulating the behavior of liquids like water is complex and often impractical due to computational limitations, leading to unrealistic representations in games. The discussion highlights that while classical physics can model forces and trajectories, the concept of "damage" requires knowledge of materials science, as it involves stresses and impacts. For game design, using 3D objects textured to resemble water is a viable approach, as true water simulation is rarely achieved in gaming. Ultimately, achieving realistic water behavior remains a challenge, often relying on visual tricks rather than accurate physics.
nexteon
How would I calculate the damage anything would take if a human were to pick up water and throw it? I would like to know this for a game idea I'm coming up with. I researched a bit online about certain physics that could apply (I.E: classical, modern, classical mechanical). I'm just not 100% sure if those are the correct physics.
 
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You mean as in throwing a water balloon? Or a snowball or worse an ice ball?

lets pick snowball. When you throw it, it is under the control of gravity and you would need only Classical physics in particular kinematics to describe its motion. The motion without air resistance is basically a parabolic path That depends on the elevation thrown like 30 degrees or 45 degrees upward and the amount of force used to throw it.

Here’s more details on it

http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html

also Khan Academy will have a video describing the physics of it.
 
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Broadly speaking "classical mechanical" is what you need.

Note however, that when it comes to liquids things get insanely difficult quite fast. Basically we don't have enough computing power to properly simulate behavior of water (which is why it almost always looks unnatural in games, think rivers that pretend to flow, waves that pretend to wave and waterfalls that pretend to fall). As far as I am aware games just use tricks to make the water look and behave reasonably OK, that's hardly a simulation.
 
nexteon said:
How would I calculate the damage anything would take
"Damage" is not a variable that classic physics deals with. It can model forces, accelerations, velocities, trajectories and air resistance. For fluids, as has been mentioned, even this much can quickly get out of hand.

For impacts, you get into materials science with things like stresses, strains, various moduli, yield strengths and such. But computation quickly gives way to experiment. You fire a bullet at a target and take pictures of the result.
 
jedishrfu said:
You mean as in throwing a water balloon? Or a snowball or worse an ice ball?

lets pick snowball. When you throw it, it is under the control of gravity and you would need only Classical physics in particular kinematics to describe its motion. The motion without air resistance is basically a parabolic path That depends on the elevation thrown like 30 degrees or 45 degrees upward and the amount of force used to throw it.

Here’s more details on it

http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html

also Khan Academy will have a video describing the physics of it.
I mean if you were in an ocean and got a handful of water, or dipped you hand in water and throw the droplets at speeds that would act like a bullet, etc. I got the idea from one piece an anime and also the effects of a tornado. In one piece a fish man called arlong, goes above the ocean and flicks his hands and he described the droplets as acting like a shotgun. For the tornado, I heard that wheat was picked up and able to penetrate concrete at high speeds. I thought it would be the same idea for water. Here’s a video below for the anime reference:
 
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Borek said:
Broadly speaking "classical mechanical" is what you need.

Note however, that when it comes to liquids things get insanely difficult quite fast. Basically we don't have enough computing power to properly simulate behavior of water (which is why it almost always looks unnatural in games, think rivers that pretend to flow, waves that pretend to wave and waterfalls that pretend to fall). As far as I am aware games just use tricks to make the water look and behave reasonably OK, that's hardly a simulation.
Okay, I think I can still work with what you said about it. I thinking that instead of actually simulating water, it would be replace with a 3D object of some kind and be textured to look like water. If I wasn’t clear on how I imagined the water and throwing would act like check the video below:
 
Water texturing done with Gerstner waves looks reasonably OK, as long as you are happy with rather calm surface. Best water I can think of is in the Sea of Thieves.

But that's just faking the look of the surface, not simulation of water behavior in bulk.
 

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