A system for buoyancy and boat physics in Unreal Engine 4.
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Updated
Nov 14, 2019 - C++
A system for buoyancy and boat physics in Unreal Engine 4.
A dx12 river renderer using wave particles with interactive vortices.
CRITERIA-3D is a three-dimensional water balance for small catchments.
Procedural terrain generator with tessellation | C++ OpenGL 4.1
Simple ocean/sea/water simulation | C++ OpenGL 4.1
PC fan controller with fixed, PID, and percent-table control (using temperature sensor readings)
rsplash is the R implementation of the Simple process-led algorithms for simulating habitats (SPLASH v.2.0), which comprises robust formulations to compute energy and water fluxes. This R package, wrapping the C++ code, is intended to provide simulations either at site-scale or spatially-distributed, when the grid functionality is used
An automatic plant watering system based on an ESP32 with solar cell, soil moisture sensor and pump.
Measure Water Level in tank with Blynk app, NodeMCU and Ultrsonic sensor.
[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)
Realistic water rendering using shaders in OpenGL. Inspired from Evan Wallace's WebGL water rendering.
A small game made during a course in school. In this project we were 6 people who participated.
A ripple effect is a situation in which, like ripples expand across the water when an object is dropped into it, an effect from an initial state can be followed outwards incrementally.
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