# Creating an ocean simulation using PixelFlow

**URL:** <https://discourse.processing.org/t/creating-an-ocean-simulation-using-pixelflow/11020>\
**Category:** Libraries\
**Created:** [May 8, 2019, 12:44am UTC](https://discourse.processing.org/t/creating-an-ocean-simulation-using-pixelflow/11020 "2019-05-08T00:44:55Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![jeremydouglass](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/jeremydouglass/32/20_2.png) [@jeremydouglass](https://discourse.processing.org/u/jeremydouglass)\
**Post date:** [May 11, 2019, 6:05pm UTC](https://discourse.processing.org/t/creating-an-ocean-simulation-using-pixelflow/11020/2 "2019-05-11T18:05:39Z")

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For implementations of a 2D ocean surface, check out these two recent threads:

> [@Water simulation updating asymetrically](https://discourse.processing.org/t/water-simulation-updating-asymetrically/10885):
>
> Hey So I have been working on simulation of water in 2 dimensions. It is comprised of nodes that are attached by “springs” to their neighbors and to the “water level”. it works fine, but it behaves differently on either side of a perturbation. I understand why, I think the updating is working twice on the next element in line (or something like that) and is effectively causing extra drag on one side. I tried some naive solutions but nothing has worked. any input is appreciated! int num\_of\_spri…

> [@Problem about creating water waves when using mass spring damper system](https://discourse.processing.org/t/problem-about-creating-water-waves-when-using-mass-spring-damper-system/3101):
>
> I got a problem when trying to make water waves.I only got one jumping surfacepoint on a still water surface. Here is the code. lake lake; void setup() { size(400, 500); lake = new lake(); } void draw() { background(255); lake.run(); } class lake{ water surfacePoints[]; int num = width; PVector position; lake(){ surfacePoints = new water[num]; for (int i = 0; i \< surfacePoints.length; i++) { surfacePoints[i] = new water(1,0.1,0.2,new PVector(i,height/2)); } } …

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