Applying Hookes Law to a grid system..

So, what I’m trying to do here is program a grid that has the same effect as the fluid grid in Geometry Wars. I’ve looked in a few places on the internet and have found that I need to use Hookes Law to make each node in my grid “on the edge of stability”, and give it a spring force when gravity is applied to it… My problem here is that I don’t know exactly the best way to go about this in Unity. I’ve read a few tutorials on the subject, the best one being in XNA, and none of them being for Unity specifically. The one in XNA was great until I had to use the SpriteBatch class, which does not exist in Unity. That got me to wondering if it would be best to just instantiate a bunch of gameobjects as nodes and apply the gravity to those, and render 2d sprites as the grid lines, or should I just use a regular Plane mesh and render the lines via a shader and apply the force to vertices on the mesh? Or is there a better way of doing this? I’m lost at this point lol…

Just so everyone knows, I am well aware of the Vector Grid on the Asset Store… While it is exactly what I want, I’m stubborn and I’d like to figure it out myself (for knowledge purposes).

Here is an example of what I’m looking for in my grid:

Okay, I’ve come to the conclusion that it would be best to use a mesh and warp it as needed… So, I’ve found a nice Grid shader that will do just that… Now, I need some resources on how to manipulate the mesh as intended… Anyone know anything?