The closest I can find to the effect is SpringyStars but it's not quite what I'm after.
I have a grid of quads rendering and use linear interpolation to animate their translation/rotation/scaling every frame. So as far as animation goes that is already done and now I'm more interested in the application of an algorithm to imitate the effect in the first video.
I have stored in each quad an array of the neighbouring quads so I can calculate the distance and scaling of the quads around it. So if the "selected" quad is scaled I need the neighbouring quads to push away from it.
I guess it could be as simple as adding the distance * scaling of the selected quad to each neighbouring quad's translation. I would just like to see a working example if possible.