From my understanding there is no work being done to integrate this into the engine. As James Golding has said before regarding other Nvidia tech it would need to be available in a cross-platform method such as Cloth and Destruction are handled.
I’m in full support of BOTH Nvidia & AMD tech integration, but I do completely understand that other things stand as a priority, since these solutions are very one sided, especially the Nvidia ones. That said, I would assume that Nvidia and AMD would each be working on integrating their tech into the most popular engines as plugins.
My pleasure, hope you find it useful. We’ll be adding more sample content and features in the coming weeks, including Gerstner waves for shoreline interaction, boats with buoyancy, etc. We’re also working on integrations of the VXGI global illumination system, hair and fur, FleX multi-physics, and grass/vegetation package, among other things.
I’m working on a project using Gerstner waves right now actually, everything is implemented inside material functions instead of code, except for Buoyancy at this point (which I haven’t released, but is almost working). It’s not anywhere near as fancy as WaveWorks, but it has been an interesting project so far. Here’s a link with it implemented in case you are interested.
I thought WaveWorks used FFT instead of Gerstner waves (Tessendorf’s method)? Or are there multiple variations?
That’s awesome! There are so many requests for all these features lately, it will be great to see it integrated! Thanks Mike
Wonderful, yes, I’ll be taking a good look at that ocean project. Sailing is one of my major passions, and I’m looking forward to the development of all of this water tech. Sailing simulators aren’t the most popular genre, but I think they are due for a tech upgrade.
Yes, the basic WaveWorks feature is an FFT generator, but having worked closely with developers on a few applications recently we added Gerstner features for better control over near-shore behavior; key gameplay zones are typically near a shore, rather than in the middle of a fully developed sea. I’ve seen several posts on the forum about buoyancy and shore-zone waves, and I’m not claiming that our integration will be everything to everyone, but it should be a good start.
Aww, shucks. I can’t take much credit for WaveWorks or the integration into UE4; several people at NV are involved in that, I’m just the last link in the chain in our effort to publish all this stuff on Github. But I’ll be the one listening to feedback and pushing for any requested changes, improvements, etc., so fire away.
Cool! My current implementation needs a lot of work, no sailing so far, but this will help out a lot!
Ah ok that makes sense now. I have been meaning to test out FFT in my project once I get a bit further along with it, I want to make sure the Gerstner implementation is a fully functional ocean simulation before starting work on that.
Again, thank you so much Mike (and all those behind the scenes) Christmas came a day early this year thanks to you! This is so cool Mike.
@inside: Looks great hey? even more coming soon, including VXGI, Hair & Fur, FLex Multi-Physics, and a Grass/Vegetation package, plus some others…
This is such great news, I’m thrilled to see these features will be integrated, can’t wait!!!