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jonathanrhunter

Realistic Water Volume

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Anyone have any recommendations about how to have a particle generator for water that actually has the water accumulate over time?

I would like to have multiple sources of water particle generation that ultimately raise the level of the water based on their intensity, speed, etc.

It seems like most games simply move a plane with a water material attribute, but most do not account for any type of water accumulation.

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As far as I understand, PhysX supports what you want by SPH (Smooth Particle Hydrodynamics). I've also seen it implemented in some GPGPU techniques some time ago. So far, I think the best water simulation I've seen came from a pixar whitepaper from a few years ago, perhaps it could be realtime now on some hardware. Various approaches have been presented in the NV sdk, they are hopefully simpler but already provide pretty solid impressions.

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