Vortex Ring Wake: 2D Point-Vortex Wake Model
Interactive 2D companion to the 3D flapping-wing sim: instead of animating each shed ring along a hand-set sink rate, this model represents every ring as a real counter-rotating point-vortex pair and integrates full Biot-Savart mutual induction between all of them, so descent and interaction emerge from the physics instead of being scripted.
The 3D flapping-wing sim shows a bird shedding vortex rings, but each ring moves on a scripted path — a fixed backward drift plus a hand-tuned sink rate — with no ring ever feeling the presence of another. This 2D companion asks a stricter question: what if every shed ring really is a pair of counter-rotating point vortices, and every one of them genuinely obeys the Biot-Savart law, mutually influencing every other vortex in the wake every frame? It does, and the payoff is real emergent behaviour — self-propagation speeds that fall out of the physics instead of being assumed, and later rings whose paths are measurably bent by the ones shed before them, the same many-body mechanism behind real vortex-ring leapfrogging.
2D companion to the 3D flapping-wing wake sim: each shed vortex ring is modeled as a real counter-rotating point-vortex pair, and every vortex's motion is integrated from the full 2D Biot-Savart velocity induced by every other vortex in the wake plus a momentum-theory downwash, so ring descent, self-propagation and ring-to-ring interaction all emerge from the physics instead of a scripted sink rate.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install