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Re:FFT-based ocean-wave rendering, implemented in Godot by Mattish on Saturday September 28, 2024 @05:06AM (#41678981)
2 of the linked references have full implementations of very similar things, with some shared references.

Is there something here which godot is enabling which wasn't previously possible? It seems to be entirely GPU compute workload with particles which are available as part of all mature rendering engines

Re:FFT-based ocean-wave rendering, implemented in Godot by arminiusreturns on Saturday September 28, 2024 @11:56AM (#41681015)
Godot itself is open source, which I think has brought a strong community of people to it. My mega-big-ultra project I've been working on since 2013 would be nowhere near as close to where it is now (close to launching crowdfunding/alpha) if I hadn't transitioned to Godot! (I was fighting the UE4 system from the days when it was $20/mo, we linux people really got dealt dirty by Tim Sweeny, with lots of empty promises for linux support)