The Evolution of Water Rendering in Games
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We're using Unity (Quarter Circle Games). I'm happy to give an interview and some of my lighting/PP techniques. You can view out game here: https://store.steampowered.com/app/907500/The_Peterson_Case/

by ZHENG ZENG
2 hours ago

NICE!!!

This is a fan project, like the Lord Inquisitor was. GW has absolutely nothing to do with it!

The Evolution of Water Rendering in Games
24 July, 2018
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Digital Foundry has recently shared an amazing 30-minute study of the way water rendering has changed over the years. The two-part series starts with the early 90s and concludes the story with the possibilities of the last-gen consoles, starting with a look at 16-bit 2D raster tricks on Megadrive/Genesis, Super NES, NES and Game Boy. Actually, the first 3D games implemented water not as a mechanic but as a spectacle for a better and more beautiful experience. 

DF Retro returns with a two-part showcase covering the history of water rendering in games, starting from the early 90s to and ending with the last-gen consoles! In this first part, we start with a look at 16-bit 2D raster tricks on Megadrive/Genesis, Super NES, NES and Game Boy.

Digital Foundry 

Did you like the video? Let us know in the comments below. 

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