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FFT-based ocean-wave rendering, implemented in Godot (github.com)

836 points by RafelMri · 679 days ago · 103 comments on HN

Article summary

The article presents an experiment in rendering ocean waves using the Godot Engine and the inverse Fourier transform of directional ocean-wave spectra. This approach allows for realistic wave simulation and modification of wave properties in real-time. The implementation utilizes a custom FFT algorithm and GPU compute shaders to achieve efficient rendering. The result is a realistic ocean wave simulation with adjustable parameters.

Main themes

  • Ocean wave simulation
  • Godot Engine
  • FFT algorithm
  • Real-time rendering
  • GPU compute shaders
  • Wave properties modification

What commenters say

  • The simulation is impressive and achieves realistic results, but some commenters note that the waves appear too steep and pointy, lacking the smooth curvature of real ocean waves.
  • The use of FFT algorithm and GPU compute shaders enables efficient rendering, but some argue that this approach may not be suitable for simulating complex fluid dynamics like vortexes or breaking waves.
  • Some commenters appreciate the realism of the simulation, while others point out that it lacks certain details, such as the dark patches from wind gusts or the curling of waves.
  • The simulation is seen as a significant improvement over older methods, with some commenters noting that similar results would have taken months to achieve 20 years ago.
  • There is a debate about the level of realism required for a video game, with some arguing that the simulation is sufficient for its purpose, while others believe it needs further tweaking to be convincing.
  • Some commenters suggest that the simulation could be improved by adjusting parameters or adding more details, such as foam and spray, to create a more realistic effect.