Game Editing > General Content Creation
Technical WIP
kat:
In of itself that's quite fascinating to just sit and watch.
ratty redemption [RIP]:
@carnage, are you saying your nornalmap there will be able to update itself in real time? if so that sounds very cool, and have we seen this before in game engines or is that too gpu intensive?
carnage:
@ratty. The simulation actual uses a height map that requires one draw pass to update it. I am then using a second pass to convert the height map into a normal map witch is more useful for rendering a watery surface, as its more about the reflecting light.
To control the map you simple paint onto the current frame with any colour greater than black, then over the next frames these areas will form ripples. The algorithm even supports effects like waves bouncing of solid surface (although there are notany in that video)
And its actually very GPU efficient. The algorithm is quite cheap as its doesn't use any trigonometry, and lends itself to the parallel nature of GPU. It also has a constant performance regardless of how many ripples are in the system. As a final bonus, the height map texture is scaled up 8 times as part of the algorithm, so for this 1024^2 pool, a 128^2 source height map is required
@kat. I am probably spending too much time watching it when I should be programming it
ratty redemption [RIP]:
@ carnage, understood all that i think all well done *thumbs up*
silicone_milk:
Did you write this with GLSL? You might be interested in checking out OpenCL. We talked about it a little bit before :)
It feels pretty damn close to writing in C.
Good stuff btw. Lets see those ripple effects re-purposed for flowing blood down walls 8)
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