Water machines
Original scenes
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Water isn’t available in this browser. You can still play with smoke and slime.
Arrows move. Shift moves farther. Enter starts or finishes. Escape cancels.
Fitted view
Placed valves
Drag to place a part. Use Grab to tap a valve. While paused, use Placed valves. Undo changes walls and parts. It doesn’t rewind the water.
The airflow control supplies a steady push at the left inlet. Air velocity and pressure are calculated around the pipe and current water surface. Smoke follows that flow, with no preset route or looping animation.
This is a two-dimensional approximation. Air pressure cannot push the water seal out of the bend, and gas chemistry is left out. The water toggle adds or removes water instantly, without simulating evaporation or a drain.
Click the water to dry or refill the bend. Click the inlet to switch airflow on or off. Changing the water keeps the existing smoke and air motion. Switching airflow starts a fresh comparison.
Choosing a setup restarts it with the same initial water. Hold starts a freshly filled straw; releasing opens its top.
Oil density: NIST hexadecane data at 68 degrees Fahrenheit. Separate material momentum: Tampubolon and colleagues. The simulation uses a reduced version of their model.
Changing the setup resets both tanks. Restart scene repeats the selected setup.
Changing the setup refills the apparatus. Restart repeats the selected setup.
Waiting for a pressure sample.
Color follows the measured oxygen concentration. Lines join equal concentrations at 5, 10, 15 and 19 percent. Moving traces follow the measured airflow.
Ideal values use the measured head. Room pressure and sound speed are scaled for this model.
Water machines use the default water physics. Your material choice resumes in the original scenes.
Three physics engines from Sluice, my mining game, share one box. Draw a wall and the water, smoke and slime all collide with it. Choose a machine from the menu at the top, or grab a slime and pull.
October 13 update: five more drafts now work. Water fills and tips the shishi-odoshi trough; adding ballast lowers one lift-lock caisson and raises the other. Boyle's J-tube compresses trapped air, and room pressure supports the tall water column in Torricelli's tube. The Tesla valve compares both flow directions through one set of loops, using a disclosed resistance model for turbulence the grid cannot resolve. The other drafts stay marked Partly working. Instruments explains the physical controls and approximations.
The instruments normally treat the box as 30 inches wide and 1 inch deep. The box-size experiment changes its physical width and keeps the one-inch depth. This is a game simulation tuned for play: the engines trade approximate boundary motion instead of sharing one solver.
Water needs WebGPU and smoke needs WebGL; without one, the rest still runs. Space pauses, F toggles fullscreen, O shows oxygen in combustion scenes, and keys 1 to 6 choose tools.