https://github.com/Scrawk/Phillips-Ocean
A ocean using Phillips spectrum in Unity
https://github.com/Scrawk/Phillips-Ocean
fluid-simulation ocean unity
Last synced: 5 months ago
JSON representation
A ocean using Phillips spectrum in Unity
- Host: GitHub
- URL: https://github.com/Scrawk/Phillips-Ocean
- Owner: Scrawk
- License: mit
- Created: 2017-06-21T02:28:11.000Z (almost 8 years ago)
- Default Branch: master
- Last Pushed: 2022-01-30T05:28:53.000Z (about 3 years ago)
- Last Synced: 2024-08-03T05:19:05.481Z (9 months ago)
- Topics: fluid-simulation, ocean, unity
- Language: C#
- Size: 343 KB
- Stars: 271
- Watchers: 8
- Forks: 40
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- awesome-unity-open-source-on-github - Phillips-Ocean - A ocean using Phillips spectrum in Unity (Water)
README
# Phillips-Ocean
This is a ocean project using Phillips spectrum to generate the waves. Some time around 2001 Jerry Tessendorf released a paper called 'Simulating Ocean Water' and in it he out lined all the methods and math need for simulating oceans. In this paper the math for using Phillips spectrum was outlined and I came across a [blog](http://www.keithlantz.net/2011/11/ocean-simulation-part-two-using-the-fast-fourier-transform/) that had converted the math to code.
His project was written in C++ so it was just a matter of converting that to a C# script for Unity. I have left all the math the same but have made some changes and restructured the code a bit and the Fourier transform now runs on its own thread resulting in a big performance increase.

List of water projects.
[Ceto](https://github.com/Scrawk/Ceto)\
[Phillips ocean.](https://github.com/Scrawk/Phillips-Ocean)\
[Brunetons Ocean.](https://github.com/Scrawk/Brunetons-Ocean)\
[Tiled-directional flow.](https://github.com/Scrawk/Tiled-Directional-Flow)\
[PBD Fluid sim.](https://github.com/Scrawk/PBD-Fluid-in-Unity)