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Re:Simulating Water over Terrain by vladms on Thursday February 06, 2025 @05:10PM (#42967026)
Nice explanation. I like the viscosity part, I implemented something similar a couple of years ago in an open source RTS game engine (test video at: https://www.youtube.com/watch?v=cQW8WXNpYXk), and without viscosity water was spreading thin and due to floating point, at some point it was spreading on flat surfaces and "evaporating".

Also, the grid resolution required to obtain nice waves was a bit too much for the effort I put 5 years ago (probably needed another thread, etc.)

Re:Simulating Water over Terrain by lisyarus on Thursday February 06, 2025 @05:19PM (#42967092)
Very cool! Based on the video you're also doing some hierarchical subdivisions?
Re:Simulating Water over Terrain by vladms on Friday February 07, 2025 @07:36PM (#42979168)
The hierarchical subdivision is done only at the rendering steps to reduce the number of polygons. A better rendering would be anyhow required, but I was more curious if the rest of the game would be fine with different and dynamic levels of water. The units seem to behave fine, but due to performance being rather poor I did not polish the code...