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FFT-based ocean-wave rendering, implemented in Godot
(github.com)
This is a most excellent place for technology news and articles.
That looks really awesome. Would be interesting to know the performance impact of this in comparison to the traditional approach and whether that impact makes it worth it to use it in any type of game or just in games where the ocean is a central part.
The link goes into discussion of complexity and parallelism advantages of this approach. That implies that it could be faster
That would be huge