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Show HN: Water-Simulation with Real-Time Reflections and Perlin-Noise Terrain
- Udo 11y agoIt's a bit offtopic, but: as a German, the german source comments amused me slightly, and there are words in there I have never heard before as a native-speaking programmer, such as "Datenhaltung". It never occurred to me to write comments in German before, what's the rationale behind it?
- TazeTSchnitzel 11y agoLess work than writing English, I assume.
- EllipticCurve 11y agoI know, its kind of a bad style. But I happily blame university and my last job for it (They actually advised me to just comment in german for whatever reason...). As of right now, I only comment in english as it should be done. But you're getting used to it, when everyone around you writes in german and you are supposed to do so too...
- EllipticCurve 11y agoI also made a small video of the water-simulation: https://vimeo.com/151077633 https://vimeo.com/151077633
- hitekker 11y agoNot very pertinent but when I saw the middle of the water undulating, I was hoping a sea monster would appear.
- xerophyte12932 11y agoAnybody tested the thing out?
- EllipticCurve 11y agoLike clone and run or some specific tests?
- speps 11y agoThis is cool to share and great achievement in getting it done, good job ! A few suggestions though : * Detail what's new, all of those are pretty well known in video games already * Do a DirectX implementation (having DirectX on your resume helps a lot) * Try different lighting models to make it look better (http://dl.acm.org/citation.cfm?id=1230111 http://dl.acm.org/citation.cfm?id=1230111, PDF on Google Scholar) * Provide performance results (and hardware used to measure them) * Fix typos in your README :) EDIT: * Put the video on the README * The reflection computation must be wrong, it looks very "floaty" in the video
- deleted 11y ago[deleted]
- Udo 11y agoI agree about most of these points, but I really don't understand this one: > Do a DirectX implementation (having DirectX on your resume helps a lot) You post this as a reaction to someone doing a Show HN on a Linux-based OpenGL project. This is the equivalent of someone showing off their Python project and you respond by suggesting they redo it in Ruby because otherwise they might have trouble getting hired.
- saganus 11y agoI read it as a plain suggestion. Kind of like saying, "kudos for this but if you also manage to do it in DirectX it will probably help a lot getting hired in a field that is obviously interesting for you." However it does look a bit of an offtopic suggestion as you point out.
- EllipticCurve 11y agoThat's funny, I don't even know, if I want to go that way. As of right now I am finishing my masters degree and working part time in IT-Security and Cryptography. It's going to be that or computergraphics. Any suggestions, ideas or experience anyone?
- EllipticCurve 11y ago
- nitrogen 11y agoIs the water simulated in 2D or 3D?
- EllipticCurve 11y agoIt is in 2D, but displayed in 3D. So basically a 2 dimensional array with height-values in it. That then displayed as the water's surface.
- Tinyyy 11y agoI got this error: scene.c:24:10: fatal error: ‘GL/glu.h' file not found
- tobiaswk 11y agoYou're missing missing the OpenGL Utility library. Possibly more.
- Tinyyy 11y agoI’m on OS X, isn’t it included already? Edit: I changed ‘#include <GL/glu.h>’ to ‘#include <OpenGL/glu.h>’ and it builds now. Edit 2: Apparently it still doesn’t work: programErrorMessage: ERROR: One or more attached shaders not successfully compiled
- EllipticCurve 11y agoHmmm... Can't really help you there. Are you sure, your OS and graphics card supports OpenGL 3.3? That's really important!