Bilge — Water lab

← Concept The three takes as one physical system. Nothing here is the game; it is the water the game will be about.
Click a door to toggle it. A door will not shut once either side is past half full.

The laws in play

  • Water is level; the ship is not. Each cabin's surface is a horizontal line at its own height. The hull rotates underneath it — a tilted room shows a level pool sitting in one corner, never a slanted one.
  • Flow follows head. Through a door, water moves at a rate set by the height difference between the two surfaces at the doorway (Torricelli, sampled down the opening). Two cabins that share an open door equalise; a shut door only seeps. A door above both surfaces carries nothing, which is why a raised stern stays dry.
  • Leaks gush by depth. A hole's inflow is proportional to the square root of how far it sits below the sea, minus the cabin's own head at the hole. A flooded cabin stops leaking once its surface reaches sea level; a hole lifted above the sea by a list stops entirely.
  • Buoyancy is the hull below the sea line. The ship sinks until the submerged area matches the weight of hull, water and cargo, and trims until the centre of buoyancy (▲) sits under the centre of mass (▼). Water that is free to move shifts the mass toward the low end as she tilts — the free-surface effect — so half-full cabins list her harder than full ones.
  • Sealed air holds. A full cabin behind a shut door takes no more; the pocket is what sealing buys you. The ladder holes on deck are never sealed.

Starting states

Readout

List0.0° Freeboard0 px Water aboard0% Mass / lift0 / 0 Heel arm0 px Stateafloat

Tuning