Simulating a Tsunami

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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gurmaniksingh
Posts: 6
Joined: Fri Jan 29, 2010 12:38 am
Location: Florida

Simulating a Tsunami

Post by gurmaniksingh »

Hi ...... I am new to game development and computer graphics.

I have been assigned a task by my professor to simulate Tsunami waves by taking the height of the waves from the user. Later this will be developed into a sea game.

Please somebody suggest me how to go about this. How should I start. I am totally new to this field and Irrlicht too.

Thanks
Adler1337
Posts: 471
Joined: Sat Aug 09, 2008 6:10 pm
Location: In your base.

Post by Adler1337 »

You can use a HillPlaneMesh and a WaterSurfaceSceneNode. It looks pretty good and you can easily set wave height. I believe the special effects tutorial explains how to use it.
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grunt
Posts: 96
Joined: Tue Aug 17, 2004 9:14 pm
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Post by grunt »

i think the most realistic way is to use a physics engine that supports fluids.
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Post by randomMesh »

You could also look into shaders. Have a look at BlindSides "Against the Tide" demo.
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