Ocean Simulation With Fake GPU Buoyancy Set Up in UE5

“As for the ocean, I’m literally just following in the footsteps of Deathrey and his amazing FFT tutorial,” commented Eric on his workflow. “For the floaters, I’m essentially just repurposing the ocean data to detect whether particles are submerged (or colliding with each other), and applying simple vector forces.

You need to make sure to properly reproduce the WorldSpaceToUVW lookup logic,…

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