Simulating a Tsunami

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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 have been trying to simulate Tsunami waves hitting the land. I also have to take the input of the wave height from the user.

I have been trying to do so for long, but no success. Please help me in detail as I am totally new to graphics. This is my academic project.
pippy3
Posts: 155
Joined: Tue Dec 15, 2009 7:32 am

Post by pippy3 »

Computational fluid dynamics is something that you don't really want to do for your first graphics project. You're probably biting off more than you can chew.

My suggestion would be to find a 2d pebble ripple simulation - (there are a lot around) and make it much bigger on a terrain node. Add some billboards to make the water foamy (at the end of the wave) and it's a pretty good approximation. This solution would look kinda cheap though.

If you want something more serious - ie water avoiding buildings and swallowing up objects you could look around for a good physics engine. There are some good bindings around on the forums.
dai_zeng
Posts: 1
Joined: Mon Apr 19, 2010 2:49 am

Post by dai_zeng »

if you use 2d water height field to do this water animation, Frank Luna's water sample in Game Programming Gem 6 will be helpful. It use vs texture fetching, but you can just do it in CPU.
if you want to simulate some breaking wave and more physical plausible simulation, you'll have to look at some papers on using 3d water simulation or water particle simulation.
randomMesh
Posts: 1186
Joined: Fri Dec 29, 2006 12:04 am

Post by randomMesh »

"Whoops..."
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