Creating Real-Time Oceans for Call of Duty: WWII
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by Ronnybrendo Vieira Lima
1 hours ago

Por favor não parem, trabalho perfeito, nostálgico, me lembra da minha infância com os meus amigos jogando o HL1 e se divertindo. Com essa engine o jogo ficou muito lindo, eu sei que não é fácil fazer este jogo do zero mas eu pagaria qualquer valor caso este jogo esteja a venda no steam, não importa quanto tempo demore.

Can I buy this trees like somewhere?

by Yacob
11 hours ago

hi , i eanted to make your handgun in blender and i fell short on the top curved surface , how do you make that

Creating Real-Time Oceans for Call of Duty: WWII
3 April, 2018

What is the most impressive level of the latest Call of Duty game? Well, you could definitely mention the beaches of Normandy. A part of this effect goes to the uncompromising waves of 3D waters created by the team. Do you want to learn about the process behind the oceans? Check out a nice session from GDC 2018 by Matt Vitalone on the way the studio used Houdini Ocean Toolkit and FLIP Fluids to set up real-time water. 

The latest Call of Duty game required realistic oceans and breaking waves on the beaches of Normandy that could run at 60fps. Find out how Houdini Ocean Toolkit and FLIP Fluids were used to build the data that drives these real-time oceans.

Go Procedural 

Make sure to check out the Go Procedural for more videos on Houdini. 

Source: Vimeo

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