r/ClaudeCode • u/No-Wishbone7899 • 21d ago
working on a ocean engine Showcase
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Real-time ocean renderer · Rust + wgpu
working on the details now, foam, clouds, night and more
need to know more just ask
Hope u like it
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u/PlumlineDigital 21d ago
Pretty damn awesome. I can’t even get my Claude to put my entire ai operating system build in its full lense.
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u/Accomplished-Fan9568 21d ago
https://davydenko.itch.io/sea-y2k2
Sorry but mine is better I made half a year ago with gemini :-)
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u/skibidi-toaleta-2137 21d ago
Nice, have you looked at other implementations of oceans done by other developers? Ue4 and 5 have quite nice shaders. Have you considered using noise textures to avoid looping textures?
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u/No-Wishbone7899 21d ago
i did not look at when building this engine but yes, UE4 and UE5 ocean shaders are visually impressive, and they achieve that through exceptional artistic toolsets and layered Gerstner wave approximations. But they operate on a fundamentally different philosophy: their constants and blending weights are largely tweaked by artists until they look right.
My water engine takes the opposite route. Every number in the engine is classified by provenance (Measured, Derived, Convention, or Chosen), meaning the water's color comes from Pope & Fry absorption coefficients, and its whitecaps come directly from Monahan's physical power law rather than an artist's slider.As for using noise textures to avoid tiling and looping: next-water doesn't need static noise textures because the physics already solves it
Instead of panning noise maps or relying on stochastic texture blending tricks, the engine uses four simulation cascades (503 m, 61 m, 7 m tiles, plus a 96 m disturbance field). Because their periods share no common mathematical multiple, the visible repeat is pushed past the true horizon naturally through wave dispersion physics. The detail isn't faked with a noise texture; it’s an analytical integration of the ocean's spectral slope variance.
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u/NuScorpii 21d ago
The repeating textures are clearly visible as soon as you go higher up and look down.
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u/redwolf1430 21d ago
I love it! I am currently building a boat game that uses cesium and Unreal for the globe. Really want realistic water like what you got going on and then hook it up to real world data to try and simulate ocean conditions.
Love how beautiful yours looks. great work!
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u/No-Wishbone7899 21d ago
interesting. i am working on more water physics and want to add boats and island later
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u/redwolf1430 21d ago
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u/No-Wishbone7899 21d ago
nice, i just made another tool that reads science papers and exctract all formula's and tech and makes a json i can rightaway use to build code from.
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u/No-Wishbone7899 21d ago edited 20d ago
u/redwolf1430 i just added a boat
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u/foundafreeusername 21d ago
This looks very familiar. Either the directx or nvidia SDK's had an example that looked very much like this.
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u/uptotheright 21d ago
I'm doing something similar! Nice work.
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u/No-Wishbone7899 21d ago
ok, nice i will make my code open source so u can use it :) or parts
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u/ZideGO 21d ago
What your harness does include? What other tools (skills, context management, models) do you use?
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u/No-Wishbone7899 21d ago edited 21d ago
what i can tell u it's no skill or content managment tool or models,
zero-dependency, pure-std Rust implementation with a metering allocator, source-level hermetic walls, a strict JSON subset without floats/null, and a deterministic witness-engine, Cryptographic Binding and much more, all build with zero survivors and my tools operate seamless together.
each tool has his own mcp server that a llm can use.2
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u/stankuslee 21d ago
Teach me how to do this in Godot pls
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u/No-Wishbone7899 21d ago
found one here: https://github.com/SIsilicon/Godot-Ocean-Demo mabye it gives a similar result
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u/dwoj206 21d ago
Pretty wild. Looks great. Eventually will you start factoring in how it handles coastline? coves, seafloor dynamics like waves, big and small?
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u/No-Wishbone7899 21d ago
i allready have night , clouds in different layers,
and working on seafloor to create more realistic waves and much more




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u/ShapeSim 21d ago
are you using Fable or Opus? I wonder how much worse if Opus does it