That looks really awesome. Would be interesting to know the performance impact of this in comparison to the traditional approach and whether that impact makes it worth it to use it in any type of game or just in games where the ocean is a central part.
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The link goes into discussion of complexity and parallelism advantages of this approach. That implies that it could be faster
That would be huge
Acerola - I tried simulating the entire ocean
I really enjoy listening to this guy, he really explains the details about graphics in an easily accessible way.
I love acerola, I highly recommend his channel to anyone interested in this type of thing
For anyone else very confused by their lemmy client not showing a title or seeing title simply stating “godot ocean waves”:
An open ocean rendering experiment in the Godot Engine utilizing the inverse Fourier transform of directional ocean-wave spectra for wave generation. A concise set of parameters is exposed, allowing for scriptable, real-time modification of wave properties to emulate a wide-variety of ocean-wave environments.
It seems that while copying the title I copied a tab \t at the beginning of the title and that seemed to have confused some clients.
I continue to be impressed by how far we've come in algorithmically imitating forces of nature. If you like this stuff, have a look at the EmberGen demo clips
Let's hope some day this bug gets fixed: https://github.com/godotengine/godot/issues/71929
I couldn't run it because of that bug back when I tried it.