can you take this code and instead of floaty  particles in the engine, spawn SPH particles instead to simulate the water when it is in a place of high pressure or a cliff. Script: -- MainSimulation Script

local GMFluxContainer = require(game.ServerScriptService.GMFluxContainer)
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local CollectionService = game:GetService("CollectionService")

-- Simulation parameters
local texSize = 128 -- Adjust as needed (reasonable sizes: 64, 128)
local cellSize = 2 -- Size of each cell in world units
local simPosition = Vector3.new(-100, 0, -200) -- Adjust to move the fluid grid

-- Controllable simulation parameters
local simulationParameters = {
	fluxStrength = 0.25,       -- Controls the fluid flow strength
	fluxAtten = 0.975,         -- Fluid attenuation
	fluxSpill = 0.0,           -- Fluid spill threshold
	simulationSpeed = 0.03,    -- Controls the simulation step interval
	fluidGenerationRate = 100, -- Controls the rate at which fluid is added per source per step
	heightmapUpdateInterval = 1 -- Interval in seconds to update the heightmap
}

-- Create an instance of the simulation container
local sim = GMFluxContainer.new(texSize, simPosition, cellSize, simulationParameters)

-- Visualization parts parent
local visualizationFolder = Instance.new("Folder")
visualizationFolder.Name = "VisualizationParts"
visualizationFolder.Parent = Workspace

-- Create parts to visualize the simulation
local partsGrid = {}
local basePosition = sim.position

for x = 1, sim.texSize do
	partsGrid[x] = {}
	local worldX = basePosition.X + (x - 1) * sim.cellSize
	for y = 1, sim.texSize do
		local part = Instance.new("Part")
		part.Size = Vector3.new(sim.cellSize, 0.1, sim.cellSize) -- Initial minimal size
		local height = sim.cells[x][y][GMFluxContainer.FluxCell.Height]
		part.Position = Vector3.new(worldX, height + 0.05, basePosition.Z + (y - 1) * sim.cellSize)
		part.Anchored = true
		part.Material = Enum.Material.Slate -- Terrain material
		part.Color = Color3.fromRGB(139, 69, 19) -- Brown color for terrain
		part.Transparency = 0
		part.CastShadow = false
		part.Parent = visualizationFolder -- Parent to visualization folder

		-- Add attribute to track particle emitter
		part:SetAttribute("HasParticleEmitter", false)
		partsGrid[x][y] = part
	end
end

-- List of collidable objects (Advanced collisions)
local collidableObjectsFolder = Workspace:FindFirstChild("CollidableObjects")
local collidableObjects = {}
if collidableObjectsFolder then
	collidableObjects = collidableObjectsFolder:GetChildren()
end

-- List of water sources
local waterSources = {
	{x = math.floor(sim.texSize / 2), y = math.floor(sim.texSize / 2)},
	-- Add more sources as needed
}

-- Function to generate the terrain heightmap using raycasts
local function generateTerrainHeightmap(sim)
	local heightmap = {}
	local basePosition = sim.position
	local cellSize = sim.cellSize

	local raycastParams = RaycastParams.new()
	raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
	raycastParams.FilterDescendantsInstances = {visualizationFolder}
	raycastParams.IgnoreWater = false

	local maxTerrainHeight = 1000 -- Adjust based on your terrain
	local direction = Vector3.new(0, -maxTerrainHeight - 100, 0)

	for x = 1, sim.texSize do
		heightmap[x] = {}
		local worldX = basePosition.X + (x - 0.5) * cellSize
		for y = 1, sim.texSize do
			local worldZ = basePosition.Z + (y - 0.5) * cellSize
			local origin = Vector3.new(worldX, maxTerrainHeight, worldZ)
			local raycastResult = Workspace:Raycast(origin, direction, raycastParams)
			local height = 0

			if raycastResult then
				height = raycastResult.Position.Y
			else
				-- No hit, set to base level
				height = 0
			end

			heightmap[x][y] = height
		end
	end

	return heightmap
end

-- Generate the initial terrain heightmap
local heightmap = generateTerrainHeightmap(sim)

-- Set the terrain heightmap in the simulation
sim:cellEncodeHeightmap(heightmap, 1) -- Height factor is 1

-- Simulation loop
local lastHeightmapUpdate = 0
local simulationTimer = 0

RunService.Heartbeat:Connect(function(deltaTime)
	simulationTimer = simulationTimer + deltaTime

	-- Add fluid at specified water sources
	for _, source in ipairs(waterSources) do
		sim:addFluid(source.x, source.y, simulationParameters.fluidGenerationRate)
	end

	-- Perform simulation steps at the specified interval
	if simulationTimer >= simulationParameters.simulationSpeed then
		simulationTimer = 0

		-- Perform simulation steps
		sim:stepFlux()
		sim:stepDepth()

		-- Handle collisions
		sim:handleCollisions(collidableObjects)

		-- Update visualization
		for x = 1, sim.texSize do
			local partsColumn = partsGrid[x]
			local simCellsColumn = sim.cells[x]
			local worldX = basePosition.X + (x - 1) * sim.cellSize
			for y = 1, sim.texSize do
				local part = partsColumn[y]
				local cell = simCellsColumn[y]
				local depth = cell[GMFluxContainer.FluxCell.Depth]
				local height = cell[GMFluxContainer.FluxCell.Height]
				local worldZ = basePosition.Z + (y - 1) * sim.cellSize

				if depth > 0 then
					-- Scale the part to represent the fluid depth
					part.Size = Vector3.new(sim.cellSize, depth, sim.cellSize)
					part.Position = Vector3.new(worldX, height + depth / 2, worldZ)
					-- Set material and color for water
					part.Material = Enum.Material.Water
					-- Color intensity based on depth
					local colorIntensity = math.clamp(depth / 10, 0, 1)
					part.Color = Color3.new(0, 0, colorIntensity)
					part.Transparency = 0.3 -- Less transparent with more depth
				else
					-- Minimal size for empty cells
					part.Size = Vector3.new(sim.cellSize, 0.1, sim.cellSize)
					part.Position = Vector3.new(worldX, height + 0.05, worldZ)
					-- Set material and color for terrain
					part.Material = Enum.Material.Slate -- Terrain material
					part.Color = Color3.fromRGB(139, 69, 19) -- Brown color for terrain
					part.Transparency = 0
				end

				-- NEW CODE STARTS HERE

				-- Detect high flux (too much force)
				-- Compute total flux magnitude for the cell
				local fluxLD = cell[GMFluxContainer.FluxCell.FluxLD]
				local fluxRU = cell[GMFluxContainer.FluxCell.FluxRU]
				local totalFlux = math.abs(fluxLD.left) + math.abs(fluxLD.down) + math.abs(fluxRU.right) + math.abs(fluxRU.up)

				-- Set a flux threshold for creating particles
				local fluxThreshold = 15 -- Adjust this value as needed

				-- Detect cliffs
				-- Compare current cell height with neighboring cells
				local isCliff = false
				local heightDifferenceThreshold = 5 -- Adjust based on terrain height variation
				local neighbors = {}

				if x > 1 then
					table.insert(neighbors, sim.cells[x - 1][y])
				end
				if x < sim.texSize then
					table.insert(neighbors, sim.cells[x + 1][y])
				end
				if y > 1 then
					table.insert(neighbors, sim.cells[x][y - 1])
				end
				if y < sim.texSize then
					table.insert(neighbors, sim.cells[x][y + 1])
				end

				for _, neighborCell in ipairs(neighbors) do
					local neighborHeight = neighborCell[GMFluxContainer.FluxCell.Height]
					if math.abs(height - neighborHeight) >= heightDifferenceThreshold then
						isCliff = true
						break
					end
				end

				-- If total flux exceeds threshold or is a cliff, add particle emitter
				if totalFlux >= fluxThreshold or isCliff then
					if not part:GetAttribute("HasParticleEmitter") then
						-- Add particle emitter to the part
						local particleEmitter = Instance.new("ParticleEmitter")
						particleEmitter.Name = "SplashEffect"
						particleEmitter.Parent = part

						-- Configure particle emitter properties
						particleEmitter.Texture = "rbxassetid://243660364" -- Example texture ID; replace with your own texture
						particleEmitter.Lifetime = NumberRange.new(0.5, 1)
						particleEmitter.Rate = 50
						particleEmitter.Speed = NumberRange.new(5, 10)
						particleEmitter.Rotation = NumberRange.new(0, 360)
						particleEmitter.RotSpeed = NumberRange.new(-180, 180)
						particleEmitter.VelocitySpread = 180
						particleEmitter.Enabled = true

						-- Set particle color if needed
						particleEmitter.Color = ColorSequence.new(Color3.new(1, 1, 1))

						-- Set the emission direction upwards
						particleEmitter.EmissionDirection = Enum.NormalId.Top

						part:SetAttribute("HasParticleEmitter", true)
					end
				else
					-- Remove particle emitter if it exists
					if part:GetAttribute("HasParticleEmitter") then
						local particleEmitter = part:FindFirstChild("SplashEffect")
						if particleEmitter then
							particleEmitter:Destroy()
						end
						part:SetAttribute("HasParticleEmitter", false)
					end
				end
				-- NEW CODE ENDS HERE

			end
		end
	end

	-- Periodically update the heightmap
	lastHeightmapUpdate = lastHeightmapUpdate + deltaTime
	if lastHeightmapUpdate >= simulationParameters.heightmapUpdateInterval then
		lastHeightmapUpdate = 0

		-- Update the heightmap
		heightmap = generateTerrainHeightmap(sim)
		sim:cellEncodeHeightmap(heightmap, 1)
	end
end)

Module:-- GMFluxContainer ModuleScript

local GMFluxContainer = {}
GMFluxContainer.__index = GMFluxContainer

-- FluxCell constants
GMFluxContainer.FluxCell = {
	Height = 0,
	Depth = 1,
	FluxLD = 2,
	FluxRU = 3,
}

-- Constructor
function GMFluxContainer.new(texSize, position, cellSize, parameters)
	local self = setmetatable({}, GMFluxContainer)

	-- Simulation parameters
	self.fluxStrength = parameters.fluxStrength or 0.250
	self.fluxAtten = parameters.fluxAtten or 0.975
	self.fluxSpill = parameters.fluxSpill or 0.0

	self.texSize = texSize or 64
	self.cellSize = cellSize or 2

	-- Position of the fluid grid in the world
	self.position = position or Vector3.new(0, 0, 0)

	-- Initialize data structures
	self.cells = {}
	for x = 1, self.texSize do
		self.cells[x] = {}
		for y = 1, self.texSize do
			self.cells[x][y] = {
				[GMFluxContainer.FluxCell.Height] = 0,
				[GMFluxContainer.FluxCell.Depth] = 0,
				[GMFluxContainer.FluxCell.FluxLD] = {left = 0, down = 0},
				[GMFluxContainer.FluxCell.FluxRU] = {right = 0, up = 0},
			}
		end
	end

	return self
end

-- Function to perform a step of the flux simulation
function GMFluxContainer:stepFlux()
	for x = 1, self.texSize do
		for y = 1, self.texSize do
			local cell = self.cells[x][y]
			local depth = cell[GMFluxContainer.FluxCell.Depth]
			local height = cell[GMFluxContainer.FluxCell.Height]
			local totalHeight = height + depth

			-- Neighbor positions
			local neighbors = {
				left = x > 1 and self.cells[x - 1][y] or nil,
				right = x < self.texSize and self.cells[x + 1][y] or nil,
				down = y > 1 and self.cells[x][y - 1] or nil,
				up = y < self.texSize and self.cells[x][y + 1] or nil,
			}

			-- Initialize fluxes
			local fluxes = {left = 0, right = 0, down = 0, up = 0}
			local totalFluxOut = 0

			-- Compute fluxes to neighbors
			for dir, neighbor in pairs(neighbors) do
				if neighbor then
					local neighborTotalHeight = neighbor[GMFluxContainer.FluxCell.Height] + neighbor[GMFluxContainer.FluxCell.Depth]
					local fluxComponent = (dir == 'left' or dir == 'down') and cell[GMFluxContainer.FluxCell.FluxLD][dir] or cell[GMFluxContainer.FluxCell.FluxRU][dir]
					local deltaHeight = totalHeight - neighborTotalHeight
					local flux = self.fluxAtten * fluxComponent + self.fluxStrength * math.max(0, deltaHeight)
					fluxes[dir] = flux
					totalFluxOut = totalFluxOut + flux
				end
			end

			-- Limit total flux to available depth
			local maxFlux = math.max(0, depth - self.fluxSpill)
			if totalFluxOut > maxFlux and totalFluxOut > 0 then
				local scale = maxFlux / totalFluxOut
				for dir in pairs(fluxes) do
					fluxes[dir] = fluxes[dir] * scale
				end
			end

			-- Update fluxes in cell
			local fluxLD = cell[GMFluxContainer.FluxCell.FluxLD]
			local fluxRU = cell[GMFluxContainer.FluxCell.FluxRU]
			fluxLD.left = fluxes.left
			fluxLD.down = fluxes.down
			fluxRU.right = fluxes.right
			fluxRU.up = fluxes.up
		end
	end
end

-- Function to perform a depth update step
function GMFluxContainer:stepDepth()
	for x = 1, self.texSize do
		for y = 1, self.texSize do
			local cell = self.cells[x][y]
			local depth = cell[GMFluxContainer.FluxCell.Depth]
			local fluxOut = cell[GMFluxContainer.FluxCell.FluxLD].left + cell[GMFluxContainer.FluxCell.FluxLD].down +
				cell[GMFluxContainer.FluxCell.FluxRU].right + cell[GMFluxContainer.FluxCell.FluxRU].up
			local fluxIn = 0

			-- Flux in from neighbors
			if x > 1 then
				fluxIn = fluxIn + self.cells[x - 1][y][GMFluxContainer.FluxCell.FluxRU].right
			end
			if x < self.texSize then
				fluxIn = fluxIn + self.cells[x + 1][y][GMFluxContainer.FluxCell.FluxLD].left
			end
			if y > 1 then
				fluxIn = fluxIn + self.cells[x][y - 1][GMFluxContainer.FluxCell.FluxRU].up
			end
			if y < self.texSize then
				fluxIn = fluxIn + self.cells[x][y + 1][GMFluxContainer.FluxCell.FluxLD].down
			end

			-- Update depth
			local newDepth = depth - fluxOut + fluxIn
			newDepth = math.max(newDepth, 0)
			cell[GMFluxContainer.FluxCell.Depth] = newDepth
		end
	end
end

-- Function to handle collisions (Advanced collisions)
function GMFluxContainer:handleCollisions(collidableObjects)
	local cellSize = self.cellSize
	local basePosition = self.position

	for _, obj in ipairs(collidableObjects) do
		local objPos = obj.Position
		local objSizeHalf = obj.Size * 0.5

		local minX = math.floor((objPos.X - objSizeHalf.X - basePosition.X) / cellSize) + 1
		local maxX = math.floor((objPos.X + objSizeHalf.X - basePosition.X) / cellSize) + 1
		local minY = math.floor((objPos.Z - objSizeHalf.Z - basePosition.Z) / cellSize) + 1
		local maxY = math.floor((objPos.Z + objSizeHalf.Z - basePosition.Z) / cellSize) + 1

		-- Clamp to grid boundaries
		minX = math.max(1, minX)
		maxX = math.min(self.texSize, maxX)
		minY = math.max(1, minY)
		maxY = math.min(self.texSize, maxY)

		for x = minX, maxX do
			for y = minY, maxY do
				local cell = self.cells[x][y]
				local height = cell[GMFluxContainer.FluxCell.Height]
				local depth = cell[GMFluxContainer.FluxCell.Depth]
				local cellWorldPosX = basePosition.X + (x - 0.5) * cellSize
				local cellWorldPosZ = basePosition.Z + (y - 0.5) * cellSize

				-- Check if object overlaps with the cell
				if math.abs(objPos.X - cellWorldPosX) <= (objSizeHalf.X + cellSize / 2) and
					math.abs(objPos.Z - cellWorldPosZ) <= (objSizeHalf.Z + cellSize / 2) then

					-- If the object's bottom is below the fluid surface, adjust fluid depth
					local objBottomY = objPos.Y - objSizeHalf.Y
					local objTopY = objPos.Y + objSizeHalf.Y
					if objBottomY <= height + depth then
						local maxDepth = math.max(0, objBottomY - height)
						cell[GMFluxContainer.FluxCell.Depth] = math.min(depth, maxDepth)
					end
				end
			end
		end
	end
end

-- Encode terrain heightmap
function GMFluxContainer:cellEncodeHeightmap(heightmap, factor)
	for x = 1, self.texSize do
		for y = 1, self.texSize do
			local height = heightmap[x][y] * factor
			self.cells[x][y][GMFluxContainer.FluxCell.Height] = height
		end
	end
end

-- Add fluid at a specific position
function GMFluxContainer:addFluid(x, y, amount)
	if x >= 1 and x <= self.texSize and y >= 1 and y <= self.texSize then
		self.cells[x][y][GMFluxContainer.FluxCell.Depth] = self.cells[x][y][GMFluxContainer.FluxCell.Depth] + amount
	end
end

-- Get fluid depth at a position
function GMFluxContainer:getFluidDepthAt(x, y)
	if x >= 1 and x <= self.texSize and y >= 1 and y <= self.texSize then
		return self.cells[x][y][GMFluxContainer.FluxCell.Depth]
	else
		return 0
	end
end

return GMFluxContainer