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Ocean breaking waves using Metaballs and Fluid dynamics
I am working on an ocean surfing game. I want to simulate ocean breaking waves.
Approach tried to simulate breaking waves: Modify cube mesh using sin equation and mesh deformation plugin. But the output of this approach is not looking good.
Next approach to try: Simulate ocean using liquid metaballs and soft particle hydrodynamic algorithms.
Concerns about the next approach: I am worried about the performance of the metaballs on mobile devices as I am trying to render an ocean.
I am looking for thoughts or suggestions about the performance of metaballs on mobile devices. Will that approach have performance problems on mobile devices?
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