As a physicist, I think the wiki page is trying to convey how the circular motion of water molecules arises from the underlying physics. Before Gerstner actually solved the equations, he didn't know about the circular trajectory for sure.
to figure out the height of a particular point of wave you'd need to probably implement some sort of FFT algorithm or at least a DFT system (which btw is a great way to sum up all the waves for all their phases at each point) and then sample the height displacement for that vertex in the time domain
I have never related more to anything than that comment about the wikipedia article. What is the point of writing an article that is supposed to give information in a way where people can't get information from it?
Thanks - I'm currently getting started with shader programming and am prototyping a water displacement shader, so this comes at a very opportune time for me. :)
Actually coding them typically involves a few variables to keep things under control, but if you know the basics, you'll know why those variables exist.
ThreeBlueOneBrown once said in a podcast something like that math wikipedia articles are not for teaching students but as reference material for teachers/tutors to draw from and create their understandable version tailored to specific students.
I call it 'Z' and think it relates to quantum collapse; this cosine variable moving against the current, yet time congruent. Not truly a physics-based assessment, just a radio technician - alchemists outlook, that I thought might help. 'X' being the mesh, and 'Y' the sine.
As a physicist, I think the wiki page is trying to convey how the circular motion of water molecules arises from the underlying physics. Before Gerstner actually solved the equations, he didn't know about the circular trajectory for sure.
to figure out the height of a particular point of wave you'd need to probably implement some sort of FFT algorithm or at least a DFT system (which btw is a great way to sum up all the waves for all their phases at each point) and then sample the height displacement for that vertex in the time domain
Yeah, if you want to go backwards it's a bit harder.
I have never related more to anything than that comment about the wikipedia article. What is the point of writing an article that is supposed to give information in a way where people can't get information from it?
A fantastic video!
Thanks - I'm currently getting started with shader programming and am prototyping a water displacement shader, so this comes at a very opportune time for me. :)
Actually coding them typically involves a few variables to keep things under control, but if you know the basics, you'll know why those variables exist.
the show off is very true...
ThreeBlueOneBrown once said in a podcast something like that math wikipedia articles are not for teaching students but as reference material for teachers/tutors to draw from and create their understandable version tailored to specific students.
The true end boss of waves is the crashing 🌊 waves 👋
I call it 'Z' and think it relates to quantum collapse; this cosine variable moving against the current, yet time congruent. Not truly a physics-based assessment, just a radio technician - alchemists outlook, that I thought might help. 'X' being the mesh, and 'Y' the sine.
Perfection 😂
@@timmygilbert4102 perfect Storm