It seems as if the definition of 'real time realistic water' involves a simple pixel shader splashed on a block with a texture applied to it. Of course the 'liquid' seen in games thusfar don't really behave like liquids, they only look like liquids. Maybe PhysX can finally help developers create actual 'realistic' water that behaves like a liquid.
Here are some other PhysX tech demos, I can vouch for the cloth simulations authenticity, I've run them on my PC first hand (without the use of PhysX).
Real Time Deformations:
Cloth:
Here are some other PhysX tech demos, I can vouch for the cloth simulations authenticity, I've run them on my PC first hand (without the use of PhysX).
Real Time Deformations:
Cloth:
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