@videotech That doesn't mean it isn't baked? If you have water interacting with static rocks and obstacles, any game dev will immediately know to precompute that kind of stuff. Nobody wants to waste frame time on real time particle simulations
@dangreenheck Are you not deriving wave direction, speed, and amplitude from oceanographic spectrums? They describe distribution functions for wave creation to achieve photorealistic water. You shouldn't need to hardcode speed, direction, etc.
Check out this vid:
https://t.co/6NFPpN4jTu
@dangreenheck Since each voxel contributes different amounts of buoyancy based on the ship's position and the wave height, it gives a center of buoyancy that is (usually) offset from the center of gravity, which rotates the ship and gives it a self-righting effect
Took a stab at recreating @tryramp's sick design in Shadertoy.
Used SDFs for the arrows to get a clean, soft edge blur.
Pretty happy with how it turned out: https://t.co/CIyCdWfneh