A persistent dynamic-wave disturbance source. Re-applied every frame at
its current position — update it from game code (e.g. a beforeFrame
hook tracking a boat) to drive a moving wake.
Target peak height (m) at the splat center — the sim pulls the
surface UP toward this (never down), so a parked source asymptotes
here and a moving one leaves a decaying trail.
A persistent dynamic-wave disturbance source. Re-applied every frame at its current
position— update it from game code (e.g. a beforeFrame hook tracking a boat) to drive a moving wake.