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

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Discussion Overview

The discussion revolves around the physics involved in calculating the effects of throwing water, particularly in the context of a game design idea. Participants explore various aspects of classical mechanics, fluid dynamics, and the challenges of simulating realistic water behavior in games.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested

Main Points Raised

  • One participant inquires about the physics needed to calculate damage from throwing water, referencing classical and modern physics.
  • Another participant suggests that classical physics, particularly kinematics, is sufficient to describe the motion of thrown objects like snowballs, emphasizing the parabolic path influenced by gravity.
  • Concerns are raised about the complexity of simulating liquid behavior, noting that current computational limitations prevent accurate representations of water dynamics in games.
  • A participant points out that "damage" is not a variable addressed by classical physics, which focuses on forces and motion, and suggests that materials science would be necessary for understanding impacts.
  • Further elaboration includes scenarios where water droplets could be thrown at high speeds, drawing inspiration from anime and tornado effects, indicating a desire to explore the physics of such actions.
  • Discussion includes the idea of using 3D objects textured to resemble water instead of simulating actual fluid dynamics for game design purposes.
  • Another participant mentions that while water texturing can look reasonable, it does not equate to simulating the behavior of water in bulk.

Areas of Agreement / Disagreement

Participants express a range of views on the physics involved, with some agreeing on the use of classical mechanics while others highlight the complexities of fluid dynamics. There is no consensus on how to effectively calculate damage or simulate water behavior.

Contextual Notes

Limitations include the challenges of accurately simulating fluid dynamics, the dependence on computational power, and the distinction between visual representation and physical simulation in game design.

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:
 
Last edited by a moderator:
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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