Thanks a lot, I appreciate the praise. I'm not sure if anyone has played this game, but I believe Blood Wake (game for XBox, its a ship combat game, not bad if you ask me). They have great water effects that probably use the bouancy (sp) effect on a large scale (across a small sea that you play on in each map), I'm assuming if my memory serves it looks like they use a shader for some of the water (stormy areas I think are just a high rez texture with some effect similar to bump map but I'm not sure) and then calm areas have the much sought after water reflection (once again this could be done by shader, or by other means), the only thing I couldn't figure out is if your putting that much depth in your water to go up and down (in another words a high density terrain map) how are they applying all of these calculations and still get a good FPS, course bouancy may not be as computationally taxing on the computer as I may believe. Hmmm, just thinking out loud. Has anyone else tried simulation of waves with a bouancy effect? The reason I ask is I'm wondering if its taxing on the computer or not, and its a simple physics equation (I've seen how Newton's Physics does it, and I think they got the equation wrong because it doesn't look right to me)


A clever person solves a problem.
A wise person avoids it.
--Einstein

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