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Deep Sea ROV Pressure & Battery Simulator (2D)

2D side-view ROV lab: hydrostatic pressure, hull stress, floodlight-vs-sunlight visibility and battery drain, driven by the same equations as the 3D deep-sea robotics simulator.

Deep Ocean & Underwater World2DEasy60 FPS📱 Mobile-adapted⇄ 3D version
2d-deep-sea-robotics ↗ Open standalone

This 2D companion runs the same hydrostatic-pressure, battery-drain and visibility model as the 3D deep-sea robotics simulator, drawn as a side-view Canvas2D scene: the depth slider drives pressure (P = 1 atm + rho·g·h/101325) and a colour-coded hull-stress readout, the thruster slider spins the ROV's twin thrusters and drains the battery faster, the light slider grows a floodlight cone that fights the sunlight fading with depth, and a Hover/Patrol toggle switches between station-keeping and a lateral survey sweep while the manipulator arm folds out on demand.

⚙ Under the hood

2D side-view ROV lab: hydrostatic pressure, hull stress, floodlight-vs-sunlight visibility and battery drain, driven by the same equations as the 3D deep-sea robotics simulator.

ROVhydrostatic pressureocean engineeringroboticsunderwater

2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install

What formula drives the ROV's pressure readout?

The same hydrostatic-pressure equation as the 3D version: P = 1 atm + (rho · g · h) / 101325, where rho is seawater density (1025 kg/m³), g is 9.8 m/s² and h is depth in metres.

Why does visibility change with depth and light intensity?

Sunlight fades roughly linearly over the first 200 m, so natural visibility drops with depth; the floodlight slider adds a fixed distance on top of whatever sunlight remains.

Is this the same simulation as the 3D deep-sea robotics sim?

Yes — it runs the identical pressure, battery and visibility model, redrawn as a 2D side-view Canvas2D scene instead of an orbiting Three.js scene.

What did you find?

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