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Today, for a project, I spent the day reading up on water simulation methods. The one that came up most often was the SPH method, which is certainly accurate but complicated to implement and requires considerable computing power then there was a company called Zibra ai which offered a water simulation service by ai certainly very impressive but it was only for unity and I prefer to go towards something more open source friendly anyway and finally after a while I came across the git of a godot user who used Fourier transform to simulate waves, so I thought what a nice idea!
so I'm going to use this method, but if I make a post it's because I think it should be included in the godot project as a node so that everyone can benefit from realistic water rendering at low performance cost.
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Today, for a project, I spent the day reading up on water simulation methods. The one that came up most often was the SPH method, which is certainly accurate but complicated to implement and requires considerable computing power then there was a company called Zibra ai which offered a water simulation service by ai certainly very impressive but it was only for unity and I prefer to go towards something more open source friendly anyway and finally after a while I came across the git of a godot user who used Fourier transform to simulate waves, so I thought what a nice idea!
https://github.com/2Retr0/GodotOceanWaves/
so I'm going to use this method, but if I make a post it's because I think it should be included in the godot project as a node so that everyone can benefit from realistic water rendering at low performance cost.
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