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WebGL Water Simulator

madebyevan.com

11–20 of 76 posts

Re: WebGL Water Simulator

#11
That's beautiful. I used to write physics engines back when we had 100 MIPS, and could only dream about doing stuff like that in real time.

A nice use for this would be to emulate a ripple tank, as used in high school physics labs.

Re: WebGL Water Simulator

#13

Surprisingly, this demo works great on my iPad 4.

Yeah, I just tested it on my mid-range android phone with Chrome. It works surprisingly well, though it lags a bit it's still usable. Really all webgl stuff should work on mobile since it was designed with that in mind. Ironically it probably wouldn't work on my old desktop with the Directx9 capable nvidia card.

Re: WebGL Water Simulator

#15

On Android Firefox: Error: Rendering to floating-point textures is required but not supported.

Android Firefox and Chrome both implement the floating-point textures extension, but your devices GPU also has to natively support it.

If you're interested, you can check what your device supports with a tool like this: https://play.google.com/store/apps/details?id=com.darkrockst...

Not all of the GLES extensions will be exposed to WebGL, but most WebGL extensions directly map to a GLES one (GL_OES_texture_float in this case).

Re: WebGL Water Simulator

#17

The author of this simulation seems to have forgotten the effects of refraction. Besides that, it's great!

Are you talking about total internal reflection? http://upload.wikimedia.org/wikipedia/commons/5/5c/Total_int...

I think I can find an angle where you can't see the skybox.

Re: WebGL Water Simulator

#20
> This demo requires a decent graphics card and up-to-date drivers. If you can't run the demo, you can still see it on YouTube.

Works great on my iPad mini 2. Pretty incredible.

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