CSC 471 - Tim Kim
In this project, I simulated throwing a rock and the rock creating a splash in the surrounding water that it lands on.
I procedurally drew the water so that I could spatially query the vertices that are affected by the area where the rock lands.
To do this, the height of the vertices affected by a rock would have to be updated in a shader where the buffer of vertices is stored.
Based on the distance to the position of the rock hitting the water, the vertices were displaced by a certain height and
lowered in height as time changed. This time variable was being updated on the CPU side of the program, but accessible in the shader.
Some of the other technologies used:
--Blinn Phong Lighting
--Texture Mapping (lava rock)
--Camera Control (WASD keys, scroll to look around)
--Hierarchically Modeled Arm (throwing rock, SPACE to throw and reset)
Procedurally generated ground
Rock Thrown
Displaced water from thrown rock
Island above water
Island with meshes shown
TurboSquid
CGTrader
glm/gtx/string_cast.hpp - great for printing vectors (in between cout and endl, use glm::to_string(vecname))