Jonathan Blow's recording of the water simulation discussion is up now:https://www.youtube.com/watch?v=vmUbL16JQcI …
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I didn't know about the NV wave tech, but was thinking about something like what you suggested. The other things I thought of, if one were to eschew the special ocean basis are about normal mixing and texture tiling
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I know back when derivative maps were introduced, Jon was one of the first to try it and didn't like the quality, but derivatives would mix properly with blend. And maybe since you could have analytic derivatives, pixel quad blocking wouldn't be as big of an issue
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Which one is this? Did you look at the Burley JCGT one?
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Something like this would have been my first go, but blending across the tile edges so that the tiles still read well but the fluid behaves plausibly seems like the real balance. And you could have stylistic degrees of freedom that are difficult to opine about from the outside
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Watched the video and was wondering if your particle system does anything with smoothed particle hydrodyamics (SPH). I did a small project in uni and the math is pretty simple and tweak-able. You could easily increase the viscosity at the boundaries of a stream for example.
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I'm sure you've seen similar things, but here's a not particularly well optimized CPU implementation if you'd like to get an idea of the parameter space.https://www.youtube.com/watch?v=a6e8Tyww3E0 …
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