Water Simulation in Hieroglyph 3
I'm only a few short days away from moving to Germany, so time has been at a premium for the past week or so. Even so, I managed to port my previous water simulation work over to Hieroglyph 3, and included it as a sample into the latest SVN repository.
Overall, I am quite happy with how it turned out. The sample uses the scene/camera system, with the water representing the only other entity in the scene besides the camera. This is the first advanced use of my render view/material system, with the entire water simulation running in a render view (completely on the GPU in the compute shader[grin]!) attached to the water entity's material. The end result is that the simulation is updated once per frame with the application's frame time used to advance the simulation, and then the resulting resource is used to modify the height of a series of vertices. The result is as shown below:
I'm also preparing to get my Ambient Occlusion sample ready to go as well, but that may take a few days after the move... stay tuned!