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skunami.js

Introduction

This is a collection of JavaScript / GLSL height field water libraries for Three.js plane meshes.

Available Height Field Water Types

  • Pipe Model ("Fast Hydraulic Erosion Simulation and Visualization on GPU", Xing Mei, Philippe Decaudin and Bao-Gang Hu, Pacific Graphics 2007)
  • X Water ("2D Water", Hugo Elias)
  • Mueller GDC 2008 ("Fast Water Simulation for Games Using Height Fields", Matthias Mueller-Fisher, Game Developers Conference 2008)
  • Mueller GDC 2008 Hello World ("Fast Water Simulation for Games Using Height Fields", Matthias Mueller-Fisher, Game Developers Conference 2008)
  • Tessendorf iWave ("Interactive Water Surfaces", Jerry Tessendorf, Game Programming Gems 4)

Features

  • GPU-based height field water simulation for fast performances on high resolution meshes
  • Different types of user interaction with the water: source, sink, disturb
  • Water ripples reflect off terrain and static obstacles
  • Two-way coupling with dynamic rigid body objects i.e. water makes objects float while objects create ripples on water after displacing it
  • SKUNAMI.GpuPipeModelWater is able to accumulate behind terrains and static obstacles

Examples

1) Water Types [Demo]

   ScreenShot

  • Different water types and their behaviour upon user interaction
  • Flooding control to change water level

2) Obstacles [Demo]

   ScreenShot

  • Reflection of water ripples that bounce into terrain and static obstacles
  • Accumulation of water behind terrain and static obstacles

3) Two-Way Coupling With Dynamic Rigid Bodies [Demo]

   ScreenShot

  • Dynamic objects (and terrain) cause ripples on water after displacing it
  • Water makes the dynamic objects float

Documentation

License

Released under The MIT License (MIT)
Copyright (c) 2013 Skeel Lee (http://cg.skeelogy.com)

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Three.js GPU height field water libraries

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