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Moved into GPU-land and outputting actual velocities that make more sense now With some offscreen buffer capturing shenanigans for intersecting objects and obstacles this could get a whole lot more interesting 👀

Harry 💬@halisavakis.com

I got bored of the classic orthographically-projected-normal-particles-on-water-surface approach and started looking into more "realistic" approaches 👀 This is just a test with gizmos, once I get that set up with shaders and render passes I promise I won't be neither chill nor normal about it

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Gonna have to spend quite some time in sliderland to address those overlapping intersections, but there's some nice progress here

Damn it feels good to learn something new and achieve cool stuff in the process, hope nothing will ever come to rob people of that

One thing that makes water feel like waves and not just a heightmap is the gerstner effect. In brief the lattice partices don't stay at fixed horizontal positions; they "pinch" a wave crest and "expand" in the valleys.

I was hoping to achieve a bit of that by using the velocities to move the vertices in the corresponding directions as well (instead of just vertical displacement), certainly a lot to try out there 👀