As an author i will only say this water would rule like maybe 5 years ago. Now, with shaders on all modern GPUs it's really nothing impressive.
But thanks
Actually Ive never seen water effects as good as that in any commercial game but thats probably because it takes up alot of CPU and there would be nothing left for the game if it relied extensivel on that method of creating ripples/waves etc.
Anonymous wrote:Actually Ive never seen water effects as good as that in any commercial game but thats probably because it takes up alot of CPU and there would be nothing left for the game if it relied extensivel on that method of creating ripples/waves etc.
Actually, the code is extremely simple - if I turn off water animation it doesn't change the rendering speed...
So it's rather number of polys that matters.
Anyway, imagine using VertexShaders for geometry with e.g. dot-3 bump mapping for small ripples and pixel shaders for rendering refraction...
Oh... I have to try adding bump3 to Water God: could you please make day few hours longer for some time?