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[PROJECT ON HOLD] Real time water simulation based on J. Tessendorf's paper. (The C++ code is very bad, since I didn't really know C++ at the time of writing that code)

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Godot FFT Water

Works on Godot 3.2-beta

This project is still not finished. See TODO board in here: Road to version 1.0

Water-1 Water-2

Usage (if you want to just use it in your game)

WIKI

Usage (if you want to extend this in c++)

  1. Clone this repo recursively with git clone --recursive
  2. Navigate to godot-cpp folder
  3. Install dependencies (see Dependencies section below) and run:
# This may take a longer time to compile
scons p=linux/osx/windows generate_bindings=yes
  1. Navigate back to the root directory of this repo and run command in Compile section below

Dependencies

  1. Scons
  2. g++
  3. FFTW3 configured with
./configure --enable-shared --with-pic
make
make install

Compile

Everytime you make change in c++ code you must recompile with one of these commands to see change in Godot

scons p=linux/osx/windows

Thanks to

Ocean simulation part two: using the fast Fourier transform

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[PROJECT ON HOLD] Real time water simulation based on J. Tessendorf's paper. (The C++ code is very bad, since I didn't really know C++ at the time of writing that code)

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