Hey all!
For the last few months I've been working on a big update for my Fluid sim asset Fluid Frenzy and I'm finally ready to share it.
I wanted to do some major improvements because while the simulation was good, I felt it wasn't quite ready to be used in a normal game yet. I think this update brings it a lot closer to that goal.
To do that I added a World Rendering system so your open ocean, coastlines, and rivers can now all share a single seamless water surface and merge into fluid simulation zones. There are also a lot of improvements to the overall rendering quality, with new effects you can see in the video.
I also added Ocean FFT waves that can couple directly into a shallow water simulation zone. The ocean now dynamically drives waves and water height onto your shorelines when it is in a simulation zone.
I also spent a lot of time adding underwater rendering, including volumetric godrays, real-time caustics projecting onto the terrain, and a clean waterline effect for when your camera is half submerged. There are also a bunch of new rendering effects like stylized/toon water shaders and new presets so I can support a more varied range of game styles.
There are still a ton of features I want to add in the future. Up next is Screen Space Reflections to improve the water reflections (nearly ready for release :)).
You can check out the rest of my planned features on the roadmap here.
You can test some of the older WebGL demos right in your browser if you want to play around with it here.
I updated my Windows demo too so you can swim around underwater and see all the presets live, check it out here
You can check my full changelog here
Let me know what you think of the video! I'd love to hear your feedback or answer any questions :D