1
\$\begingroup\$

I am working on a game that is based on boats fighiting each other. The game is finished but due to some license incopatibilities, I have to change how I simulate the surface of the sea.

What I used until now was a mesh with all the vertices of the sea, and I was setting each vertex's height using FFT (with a library that is the one I can't use). Now I don't have time to port it to another FFT library, so do you know any sine / cosine based formula or any other "easy" method that I can use to compute the height of each vertex which also keeps consistency between frames?

Having the game finished I need to keep some features of the previous implementation like it has to be CPU computed because the sea surface is affecting the boat's rotation.

\$\endgroup\$
2
  • 1
    \$\begingroup\$ Have you looked into Gerstner waves? \$\endgroup\$ Commented May 7, 2021 at 13:51
  • \$\begingroup\$ @DMGregory no, I have not. I will have a look at it. Thanks! \$\endgroup\$ Commented May 7, 2021 at 14:15

0

You must log in to answer this question.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.