Yeah, you're right. Though, I'd add in here that there are 2 types of 2D rippling effects:I was talking about 3D interaction. I did not consider 2D rippling as interaction because I see it as a very basic visual feature that doesnt involve any special physics or calculations which existed for way too long
1. Ones which go circular, waves that go out without intersecting each other and keeps no record of speed and dispersion. e.g. Bioshock,
far cry
Example 1: http://www.youtube.com/watch?v=c3wSlqQXITU
Example 2: http://www.youtube.com/watch?v=pmsTAmpsK-c
Crysis(though crysis has fluid buoyancy, upthrust physics but no interactive wave generation).
Example: http://www.youtube.com/watch?v=EfmHcCa7Lk8&feature=related
2. Ones that are generated mathematically, they intersect and crossover, generated properly and kept record of dispersion, and in better cases speeds as well. e.g.
MGS4(A mixture here, at least 1 place where there is 3D water. Though most of else is amazingly done mathematical waves that transect, bisect and all)
Glitch video, see near the end, amazing wave generation:
http://www.youtube.com/watch?v=MF_JsX3ir1A
Uncharted(Mixture here as well, but not with pure 3D, instead some volumetric shaders and 2D rippling. That gives you 2.5D ripples that give out realistic hightmap variation illusion as well. Anyhow, best mathematical 2D rippling, full record of dispersion seems to be kept as well as proper difference between smaller and larger water-bodies difference.)
Overall lookout below, first appearance is small water-body in submarine:
http://www.youtube.com/watch?v=O9l1kmD8FHg
Gears2(all water ripples in gears2 are seemingly done around shallow water-body model, ripples are generated and end real fast i.e., exhibits tight surface tension, more-so, they never bounce back from other collisions, which is strange.)
Example: http://www.youtube.com/watch?v=xwqoB6_Wei8&feature=related