Original Post
I'm working on a game where the player gets to (among other things) hurl meteors at a landscape and see the effects up close in 1st person. At present my meteor simulator is rather simple, making a somewhat tiered approach to the problem. The result is passable but lacking. I'm not simulating the actual impact. Rather I just let the user select a radius and a center and I use that information to deform the height map. I'd like to improve the meteor impact code to be more "realistic". I'm at a loss however as to what sort of mathematics to use. I would assume that the closest subject to cross reference might be simulating waves in a fluid simulation, but I'm not even that sure about it. Impact craters have, to my knowledge: 1. A crater, rather bowl shaped. 2. A rim, which is rock raised above the "flat" land around by the force of the impact. 3. Smaller secondary craters from ejected material falling back to earth. 4. Radial streaks if the impact occurred on an airless world. 5. Wiki also says "Complex craters are larger, and have uplifted centers that are surrounded by a trough, plus broken rims. The uplifted center is due to the "rebound" of the earth after the impact. It is something like the ripple pattern created by a drop of water into a pool, frozen into the Earth when the melted rock cooled and solidified. I don't necessarily need to simulate the latter two features, but it would be a nice touch. Has anyone played around with anything like this at all?