Volcano Cross-Section: Magma Chamber Pressure & Eruption
2D cross-section simulation of a volcano: magma supply builds chamber pressure toward an eruption threshold, then releases as ballistic ejecta, an ash plume and an advancing lava flow whose behavior depends on magma viscosity.
A 2D cutaway view of the same volcano as the 3D flyover, driven by an explicit chamber-pressure model instead of a scripted particle emitter. Magma accumulates in an underground chamber, raising pressure toward an eruption threshold you set; once it is reached the vent opens, releasing ballistic ejecta, an ash plume, and a slow-advancing lava flow whose length and violence depend on the magma's viscosity. Tune the supply rate, threshold, viscosity and vent width to move the eruption style between effusive, Strombolian, Vulcanian and Plinian-like regimes.
A 2D cutaway cross-section of a volcano where magma supply builds chamber pressure toward an eruption threshold, then releases as ballistic ejecta, an ash plume and an advancing lava flow whose reach depends on magma viscosity.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install