Good Water Engine Needed

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>>Becky Rose is the water expert of late... check out her sailing sim...
Wooo i'm famous!

>>Does anybody know how to make or know of a good water engine that can do things like: wake, locks, breakwaters, drydocks, etc?
It's kind of hard to answer that in so many ways. One persons idea of water is very different to another persons - the reason is because computers cannot accurately simulate water and therefore anything you code is always going to fall short in some aspect.

Do you want good physics? Storms? Rivers? Or maybe it should focus on still water transparency or perhaps your interested in under water? Or maybe you will only see your water from a bridge mounted high up on a super tanker?

Does your game allow for water visuals to consume 15% of the CPU load per refresh? Do you want particle spray on white water?

There's so many ways to go about simulating water, and none of them are a perfect simulation. PPU's will help, but we're still years away from being able to simulate water 100% realistically on a computer.

Therefore when you go about writting water for a game you have to be very clear in your mind just how you are going to address the problem and how you want the water to look. Whatever you do is only going to be a jury rig at best.

You must also consider that if you are writting a sailing or sea based game that the water visuals are what will define your game, therefore if you use a stock water system then your game will be very much defined by that system more so than anything else you do to the game.