ocean
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I think the definitions of ΔzF and ΔzC should be documented and commented on in the code in src/Operators/areas_and_volumes.jl and src/Grids/vertically_stretched_cartesian_grid.jl, and probably also mentioned in the docstring for the vertically stretched grid.
In particular, I am not sure if ΔzF yields the delta between cell faces, or is defined at cell faces (and therefore gives
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Mar 26, 2020 - JavaScript
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May 7, 2020 - Jupyter Notebook
How about summing the contribution of different readers to the same variable, at least for currents?
For example, different components of the current (ekman, stokes, geostrophic, tide, ...) may be stored in different files that are not on the same grid. Summing the component at read time can prevent a regridding preprocessing of files.
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Apr 25, 2018 - C#
The current instructions and readthedocs site are quite old. We need to update these to outline the simplest way to access the cookbook.
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Nov 6, 2017 - Python
Budgets tutorials
@asiddi24 @ThomasHaine
These are the test functions I'm using to check heat and salt budgets:
https://github.com/malmans2/oceanspy/blob/959a2488519008f50804325a0a69925304217fdf/oceanspy/test
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Jun 20, 2020 - TypeScript
- Documentation on how to set bin size along range and ping for
.get_MVBS()is needed. - MVBS output should also include provenance on which Sv file was used for calculation.
Font size too small
Hi, I realized that I was reading the documentation using browser's zoom at 140% and I thought that maybe you would like to get this kind of feedback.
There are several guidelines (like this, this and [this](https://typecast
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Jul 28, 2019 - C++
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Following examples should be included in the code and docs:
- Usage of
grid - Usage of
domain - Advecting waves in 1-d and 2-d
- Integrating
spectrumin time - Integrating
domainin time
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The caustics texture is currently being sampled without taking flow into account. This could be something worth playing aroud with and seeing if we could get good results.
A good place to look would be how flow affects the sampling of the foam texture in the Ocean Shader.