The Evolution of Water Rendering in Games
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 1, Jun
San Jose US   17, Mar — 22, Mar
San Francisco US   18, Mar — 23, Mar
San Francisco US   18, Mar — 20, Mar
San Francisco US   18, Mar — 23, Mar
Latest comments
by Joshua Robbins
29 min ago

Incredible, I love this so much. I'm glad someone out there decides to go make older games like this in newer engines. Great work!

Firstly,Amazing work !! But a doubt..for the background thing ..you mentioned of using a mesh with zero edges which helps out in covering up the repetition process..what is it?..any detailed description please.

by Valerie Lynn Milano
22 hours ago

Quite fantastic. I am a friend of Grayson Wixom and have an entertainment publication thehollywoodtimes.today and am trying to get one of my journalists to interview you.

The Evolution of Water Rendering in Games
24 July, 2018
News

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. 

Leave a Reply

avatar