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Been experimenting with heightfield-based water surface simulation, dissatisfied with the usual "ripples on a puddle" look that such simulations usually have

10,625 views • 2 years ago •via X (Twitter)

7 Comments

Subsonic's profile picture
Subsonic2 years ago

How is everything you make always so fucking cool

Hetav's profile picture
Hetav1 year ago

This is epic. AND WE HAVE THE SAME MOUSE COLOR. I HAVE NEVER SEEN ONE IN YEARS!

Adam houssainate's profile picture
Adam houssainate2 years ago

wait might be stupid to ask, but can this be made into a shader x ressource pack on minecraft?

Cody Darr's profile picture
Cody Darr2 years ago

This could indeed be put in a shaderpack! I'm strongly considering working on this tech to include it in the redesign/rewrite of SEUS.

autikukral's profile picture
autikukral2 years ago

If I saw this in a AAA game I would be impressed by how good the water looks. Always eager to see what you come up with! <3

Payton's profile picture
Payton2 years ago

What method are you using to do this? Was trying to make my own simple heightfield water but mine is too simple to have any decency

Krystian Komisarek's profile picture
Krystian Komisarek2 years ago

That's a really cool effect! It seems like you implemented something similar to the 'particle waves' method (Cem Yuksel) — is that the trick here?

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