The solution for the speed that springs to mind would be to use one actor for the body of water, set it's image to a polygon and then adjust the physics accordingly by the points of the polygon. If the body of water splits, then it could form another actor that behaves the same way.
A lot more complicated than the way you've done it, but if done properly it would be faster and probably more realistic!
Oooh! Fluid simulations! I had a working one a while ago, but i didn't upload it. I might refine it a bit and upload it later.
As for speed, how are you determining the physics for a particle?
For my physics, i had
If it can fall, fall
if it cant fall, move randomly to an open adjacent space.
mjrb4 : i will try ! :D
Builderboy2005 :
i determine my particle..
if there is a White Colored background, fall
if there is a Blue Colored background, move to right (i think if random then it will be "shaking")
If there is a Brown Colored at right, move to left
You should check out my scenario here
http://greenfootgallery.org/scenarios/648
It uses single pixel actors, but in a unique and fast way
It could also be expanded to incorporate multiple materials.
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