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Tsunami Engine

  • 21. March 20171. October 2017
  • by lukas

The engine uses a component-based object representation, which is common in modern game engines, and resulted in a generic and flexible engine.
We started with a raytracer to render implicit surfaces, like in our case the wave animation and combined it afterwards with a rasterization based pipeline. Afterwards we improved the quality by using physically-based rendering and adding some special effects like particle effects. Another big feature is skeletal animation combined with blend trees.

Apart of this we implemented also a physics engine from scratch, using common functionalities like rigidbodies, colliders, particles etc., but also advanced object- fluid interactions, to simulate the effect of buoyancy and flow forces.

The game IceWave is a demo of our engine.

[Lukas Prantl and Lorenzo La Spina]

[Source]

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