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Liquid Simulation


arcanine
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Normally you make a set of balls in a physics environment then use some kind of filter or blend mode to draw them as one big blob. I've seen it done in flash by using a blur filter to extend the area then a threshold effect to restore a hard edge. It'll depend what renderer you are using as to the best way to do this in canvas. If you're using webgl then you'd want to write a shader to do it.

 

[Edit] 

This was the flash example I had in mind: http://www.patrickmatte.com/?p=29

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