Which version should I choice to build my ocean?

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3 comments, last by _WeirdCat_ 8 years, 8 months ago

I trying to build a ocean using OpenGL. and there are two versions

http://evasion.inrialpes.fr/~Eric.Bruneton/ (using openGL but this one does not work because the shader problem , I try the fix it but I can't )

and another one is

http://scrawkblog.com/2013/06/04/ocean-with-brdf-lighting-in-unity/ (this one works but using Unity and he said he didn't implement BDRF, but it will take me a while to convert to openGL)

Assume you are a junior programmer which one would you recommend you to use as a main reference?

I have a reason why I'm asking this ,I won't explain it because it will take me half a page.

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The one that suits your goals/ needs best. For both options you would have to make them fit and (at least partially) understand.

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You don't want to write half a page because .... you are lazy ?

It will be tough implementing a nice ocean system if you are that lazy.

Choose, either you don't care about sharing what you do, or you care and you write your half page. Half a page is nothing, read at least the papers you linked, how many pages do they have ? how many months you think it took those researchers to do their work AND cherry on top, write about it and share it publicly ?

Meanwhile, what are you doing ?

Next to what is already stated above, your reasoning will likely also aid us in helping you find a proper answer, so do take your time to explain, not only will this make it easier for us to aid you, but to also give you decent advice on related topics or even give you some better sources.

Also, don't limit yourself to just 1 reference, get multiple sources, study them and (try to) understand their reasoning for choosing whatever solution they implemented and how they implemented it.

It doesn't matter if it's done in Unity, plain OpenGL, DirectX or whatever engine or framework. What matters is you understand the underlying algorithm so you can implement it in your own engine/framework or existing software.

It's also worth noting that the 2 links above apparently focus on 2 different aspects of the ocean rendering. Where Eric Bruneton is apparently focusing on the lighting model, the Unity port initially just focused on getting the ocean "feel".

With all this in mind, it will probably already help a lot if you simply state your goal, what are you trying to achieve?

And to finally also give an answer to your question: I would keep both and keep searching for more references.

i saw the code of this project and its really nasty especially shaders, my advice is not to use that at all

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