Dynamic Wave Simulation

After a bit of research I found these resources:


Skinned Ocean Mesh Tutorial:

Ocean Waves Resource: (thanks to @.jacktystlc)


Here’s two of my theories for this:

How can we make ripples?

The skinned wave mesh comes with hundreds of bones on a 2048x2048 plane. We can make ripples by mathematically detecting when an object comes into contact with our water. When we detect this, we want to find the nearest bone(s) to the place of impact and sink them to create that ripple-like motion. Then, we can have this effect apply to nearby bones up to a certain point.

How can we make infinite water?

This post by @.iamtryingtofindname is helpful because it allows us to “infinitely” have running water. To do so, we would have to place a pre-set amount of water planes, and then dynamically move bones around our character at a certain distance to give the illusion that the water is infinite.


More findings will come later if any ^^