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res

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Agua.aps

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Agua.clw

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Agua.cpp

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Agua.dsp

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Agua.dsw

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Agua.h

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Agua.ncb

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Agua.opt

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Agua.plg

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Agua.rc

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AguaDlg.cpp

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AguaDlg.h

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Lake.tga

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LoadTGA.cpp

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LoadTGA.h

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Logo.tga

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Pool.tga

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ReadMe.txt

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Reflect.tga

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Resource.h

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StdAfx.cpp

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StdAfx.h

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Water.tga

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ReadMe.txt
Agua Application 12/99
----------------------------------------------
 
This is the Companion application to the December 1999
Game Developer magazine.
 
It implements an image processing method for creating
a rippling water surface.
 
This app does not require 3D hardware.
 
If it runs too slow, make the size of the height field
smaller by changing the WATER_SIZE define in AguaDlg.cpp
Try 128. Especially if you consider turning this into
a 3D height field, you will want a smaller field.
 
The app is a Dialog based MFC app.
 
Suggestions for playing around
------------------------------
 
Experiment with changes to the Process water routine
in AguaDlg.cpp. This is the actual convolution that
creates the effect. There are a lot of variations that
produce different effects.
 
Optimize... I didn't spend much time making it fast.
Indexing tricks (especially in a 256x256 field) would
help as well as some assembly here and there.
 
Take the height field and convert it to a 3D mesh. I
would use the 256x256 as a texture but make the resolution
of the 3D mesh something like 64x64.
 
 
Credits
-------------------------------
 
Since I could not effectively figure out a original
source for this technique, I have received some mail
from people claiming to be the first. I will compile
a list of these on my website www.darwin3d.com/gamedev.htm.
 
Should be fun to try different people's variations.
 
 
Jeff
jeffl@darwin3d.com