Water Shader Contest?

That's a little bit more difficult, but not by much. It's still a limited number of simple scenarios: same objects, similar cases to model. I'm sure it could have been done easily via preprocessing. But not having seen it, I couldn't tell you whether or not I agreed that they'd actually used the diffusion equation to model the system.

One key point is that most water waves have a dispersion relation where the phase velocity is roughly twice the group velocity. This means that the individual ripples in a disturbance will travel twice as fast as the disturbance, meaning that waves will travel from the back to the front of the disturbance very quickly. If that does not happen, the waves are wrong (by disturbance I mean a situation where something has perturbed the water for a short time, such as something dropped into the water).
 
Chalnoth said:
Well, they should have been able to do a good job. If you're only modelling objects moving forward in a straight line, you could have a pre-baked wave animation.

Um, you never actually SAW the game running did you? :rolleyes: If not, I'd suggest cutting down a bit on that "straight line" weed you're smoking, it's addling your brains... ;)
 
Looks good in motion...

wakeboarding_unleased2.jpg


wakeboarding_unleased3.jpg


http://www.wakeboardingunleashed.com/
 
[maven] thats really nice water :D

You can download a 2002 demo movie (executable bink) for Midway Here that shows some of the nice bits like ships heaving, nice waves over a range of conditions etc & even back then they were proclaiming live rendering
 
Nah, Virtual Skipper is ok but as a sailor, it suffers badly from the "the more real it is, the more the unreal bits stick out" & it doesn't look particularly great up close in motion.
At least, on my 9800np (its a friggin 'way its meant to be coded specifically for the FX architecture' game :( )
 
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