It's called Resonance I believe.
If you understand the math behind it, i'm sure it can be done with some nifty physics library (tokamak?).
I couldn't even begin to tell you how to go about it though. My knowledge of math is, well.. abysmal at best :p
It's not going to be easy though. Every single material in our universe has it's own resonance frequency. So your quest on seeing how it works on 'a structure' is a bit too generic.
To get accurate results, you'll need a list of exactly what~ and how much materials are used in it's construction. Then find some science site and get the resonance frequencies for each of these meterials.
You could just assume your structure is made of 1 material only though (concrete or steel perhaps). That would make the calculations a bit easier and it might even befast enough to be done in realtime.
In terms of game application, Don't see it's worth it do it realtime. If you get the math set up, then just have it precalculate a set of data that you use in your game.
I can see how this can enhance gameplay in a Submarine game with some interesting aspects. Having to deal with Sound management is a critical issue in a sub. And resonance is exactly that: Sound.
Provided it is for a game, I wouldn't get too hung up on the realism. Consider your ship to be 1 solid structure with 1 resonance frequency. a Float value. It should be affected by several components like the water it is floating through (friction on the hull) and a limited set of major events that take place inside (talking crew members, engine noise, fireing of weapons). These all increase the resonance of the ship. You can display a little meter that shows your current resonance frequency. and you can have the game sound some alarm when you reach a certain noise-threshold.
If you understand the math behind it, i'm sure it can be done with some nifty physics library (tokamak?).
I couldn't even begin to tell you how to go about it though. My knowledge of math is, well.. abysmal at best :p
It's not going to be easy though. Every single material in our universe has it's own resonance frequency. So your quest on seeing how it works on 'a structure' is a bit too generic.
To get accurate results, you'll need a list of exactly what~ and how much materials are used in it's construction. Then find some science site and get the resonance frequencies for each of these meterials.
You could just assume your structure is made of 1 material only though (concrete or steel perhaps). That would make the calculations a bit easier and it might even befast enough to be done in realtime.
In terms of game application, Don't see it's worth it do it realtime. If you get the math set up, then just have it precalculate a set of data that you use in your game.
I can see how this can enhance gameplay in a Submarine game with some interesting aspects. Having to deal with Sound management is a critical issue in a sub. And resonance is exactly that: Sound.
Provided it is for a game, I wouldn't get too hung up on the realism. Consider your ship to be 1 solid structure with 1 resonance frequency. a Float value. It should be affected by several components like the water it is floating through (friction on the hull) and a limited set of major events that take place inside (talking crew members, engine noise, fireing of weapons). These all increase the resonance of the ship. You can display a little meter that shows your current resonance frequency. and you can have the game sound some alarm when you reach a certain noise-threshold.