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by cheschire
637 days ago
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While I appreciate ever more realistic water bodies, the part that game makers really struggle with is where the water encounters an obstacle. I did not see any mention of this in the description. Conceivably though, this is not a huge conceptual leap right? A game maker would simply need to add logic to impact the frequencies near objects, no? |
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That approach uses convolution, however you can perform convolution using FFTs[2], so perhaps there's some nice way to combine the two approaches.
edit: I just skimmed the papers, and it seems[1] does indeed mention combining the FFT approach with the convolution approach in the section on Ambient Waves.
[1]: https://people.computing.clemson.edu/~jtessen/reports/papers...
[2]: https://phys.uri.edu/nigh/NumRec/bookfpdf/f13-1.pdf