Denis & Clam
Denis Denis
Hey Clam, I’m trying to design an ocean simulator that feels real without blowing the GPU, but every time I tweak the wave equations the frame rate drops. Got any tricks from your sea‑side experience?
Clam Clam
Hey, keep it simple. Use a wave model that only runs at the edges where the camera is, like a parallax effect for the far field, and a lower‑resolution foam layer for the close ones. Pre‑compute the biggest waves on the CPU and just update the small ones on the GPU. Also, try a Fast Fourier Transform for the wave heights – it’s fast and gives a realistic look without a ton of math. And remember, sometimes a few carefully placed ripples look better than a huge, perfect wave simulation. Stick to those tricks and you’ll see the frame rate improve.
Denis Denis
Sounds like a plan, but remember, if you over‑engineer that FFT, you might end up with more math than an actual wave, which is exactly what I avoid. Stick to the basics, hit those edge cases, and let the GPU breathe. Good luck, and keep the foam light, I’ll be here when you hit the 60fps plateau.
Clam Clam
Sounds good. Keep it lean, focus on what matters, and watch the GPU breathe. Good luck, and hit that 60fps soon.
Denis Denis
Sure thing, just remember, the GPU is a living thing—give it some breathing room and it won’t bite back. Happy coding!
Clam Clam
Glad to hear it, and thanks for the reminder. Will keep it breathing. Happy coding to you too.