I was thinking about drip. I didn’t write the original code/algorithm for it. Perry cook did. I can’t say I can add too much more helpful information. Looking over at it, I think it is what you would call a “black box model” of a water droplet. Basically, you have some sort of excitation signal put through some kind of modal resonator bank. These resonator frequencies are derived from examining the frequency content of a real water droplet, rather than trying to model the physics behavior to the point where those frequencies just “happen” implicitly.
I can’t say I can directly be helpful in helping you find water modeling simulations, but my general experience with working with physical models in general is that very crude approximations go a long way, so don’t rule that one out that as an option!
Physical models and simulations, generally speaking, are very computationally expensive and tend not to work well in realtime environments. “drip” is probably one of the most expensive soundpipe modules (the other big offenders are physical models as well).
It is also not uncommon to throw a huge bunch of math trying to get something to be physically correct, only to have lackluster sounding results. Yeah, maybe you can get the simulation of water displacement right, but now you need to simulate the “performance”. Getting something to sound like a gleeful 8-year-old jumping through a puddle could be a whole other challenge in itself, touching on research topics ranging from physics to HCI.
It wouldn’t surprise me if someone could build a good water generator using a system of well tuned white noise generators and resonant filters. You may also have luck looking for models that are “physically informed” or “physically inspired”, where they are using a partial mathematical model or concepts from a model to simulate moving water.