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Alex Rivera
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First off, I'm not thinking about that . I was wondering how to make a simple simulation of a waterfall onto some dunes on the iPhone. It turns out several people tackled the issue of moving water , and GameDev has approached the idea several times . However, all these solutions seems computationally intensive (and it makes sense, given water is a fluid and fluid mechanics is complicated). I'm interested in a shortcut, since it doesn't really matter the the simulation be accurate, but just that it seems accurate. Someone asked about simulating with (Navier-) Stokes on DirectX , using 1500 particles. He states his result is jaggy. Of course, on iPhone it would be a OpenGL ES implementation of such a thing. Another good soul tried using Chipmunk's physics engine , but it sounds to me like using a battletank to kill a mosquito, and it still brings the issue of many, many particles. So I am now wondering if it would be reasonable to use a technique similar to <a h
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