
Why have static water, when we can have flowing water?
Flow simulated on CPU, waves and caustics rendered on GPU using single Perlin noise texture and definitely too much math. All realtime of course.
#gamedev #indiedev #beardedtd
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Paul Scharf
2.1K posts

@amulware
Publishing indie dev: http://t.co/cYi0NmQrh9 | Low-level #gamedev blogger: http://t.co/CdwsuHrDgI | Always looking for interesting projects and opportunities.









Here it is with less texture, more sketch-ure. I'm starting to think that shadows should always be filled with screenspace *something*, because that's a very pretty thing to do to shadows.










