For now, vertical slices with gravity are in the x-y plane, while horizontal slices with Coriolis are in the x-z plane. Simulations in the x-z plane are solved with a quasi-3D array, i.e. the full grid-size on the x-z plane and in the y-axis, 5 layers of the cellular grid and 6 layers of the nodal grid. These vertical layers comprise the 4 ghost layers.
Making Coriolis simulations work with a truly 2D array will decrease computation time significantly. Two possibilities are:
Make it possible for the code to solve x-z plane problems in 2D or
extend the x-y plane to support Coriolis.
Option 2. seems to be easier for now, but option 1. will simplify extension to 3D in the future.
For now, vertical slices with gravity are in the x-y plane, while horizontal slices with Coriolis are in the x-z plane. Simulations in the x-z plane are solved with a quasi-3D array, i.e. the full grid-size on the x-z plane and in the y-axis, 5 layers of the cellular grid and 6 layers of the nodal grid. These vertical layers comprise the 4 ghost layers.
Making Coriolis simulations work with a truly 2D array will decrease computation time significantly. Two possibilities are:
Option 2. seems to be easier for now, but option 1. will simplify extension to 3D in the future.