This Trochoidal Wave and Buoyancy project is a collaboration with Jake Baranowski that demonstrates the use of mathematical formulas to make a realistic wave and buoyancy simulation.
This project was originally made for our Game AI final where we had free reign to choose any topic that we wanted. We decided to play to our strengths and choose something that involved both physics and graphics. I took the lead in the graphics department and made a working Gerstner (Trochoidal) wave simulation in basic HLSL and also in Shader Graph to try to expand functionality. Jake took the head role on the physics side and created a basic buoyancy system using Unity’s rigidbodies.