Real time water done *almost* "right". The link that follows is the result of work by Funcom employees (Anarchy Online, and the upcoming Midgard) on a real time "deep water" visual and physics simulation system. It incorporates a wide variety of important effects in a very interactive procedural manner. It also does this "inside and out", in that it can handle representations above and below the surface. There was an article on this on Gamasutra a while back too.
Personally I'm quite impressed with the realism. It's not flashy, but it gives an undeniable impression of *water*. Were better models to be used in the demo, better backgrounds, better water textures and lighting, and a way found to smooth the vertex lighting artifacts on the water highlights (per pixel lighting approach), this would be as good as I could ask for in the current generation. Considering its current state of production (basically an alpha proof of concept) it appears to have the *potential* to ultimately be better than anything we've seen in an actual game so far, PC *or* console, and that includes Waverace and Splashdown. That's all just IMO of course.
http://www.swrendering.com/water
Here's some comments from the developer on performance as I am sure that will be an automatic question.
"Performance numbers: depends a lot on detail of course, i.e. FFT gridsize, number of iterations for the integration (ODE solving), density of water patches, use of ps etc, etc., but in general most of the stuff you see in the screenshots runs 15-40fps on my PIII450 with GeForce3. I’m not to positive to share specific numbers at the moments, since it’s not optimised yet..."
Supposedly this technology *may* be implimented in Midgard.
http://www.worldofmidgard.com/
Personally I can't wait to see a more realistic approach to water implimented.
I'm an undeniable eye candy whore, what can I say?
- JavaJones
Personally I'm quite impressed with the realism. It's not flashy, but it gives an undeniable impression of *water*. Were better models to be used in the demo, better backgrounds, better water textures and lighting, and a way found to smooth the vertex lighting artifacts on the water highlights (per pixel lighting approach), this would be as good as I could ask for in the current generation. Considering its current state of production (basically an alpha proof of concept) it appears to have the *potential* to ultimately be better than anything we've seen in an actual game so far, PC *or* console, and that includes Waverace and Splashdown. That's all just IMO of course.
http://www.swrendering.com/water
Here's some comments from the developer on performance as I am sure that will be an automatic question.
"Performance numbers: depends a lot on detail of course, i.e. FFT gridsize, number of iterations for the integration (ODE solving), density of water patches, use of ps etc, etc., but in general most of the stuff you see in the screenshots runs 15-40fps on my PIII450 with GeForce3. I’m not to positive to share specific numbers at the moments, since it’s not optimised yet..."
Supposedly this technology *may* be implimented in Midgard.
http://www.worldofmidgard.com/
Personally I can't wait to see a more realistic approach to water implimented.
I'm an undeniable eye candy whore, what can I say?
- JavaJones