The trick, as with all games, is just to keep it simple. I'm using vertice manipulation commands on a sin() wave and i'm moving the mesh. It's very easy to calculate and the result is quick enough, although it's the heaviest part of the program code - given the seaborn nature of the game it is an accepteable performance hit. I couldn't do this effect as it is for a land orientated game without the game suddely slowing when you got to some water.
Water World
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