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unity实现二维波方程交互水面与实时焦散
Hi, an English translation for this repo would be awesome, thanks!
大佬,想研究一下你的实现方案,但是没有数学模型以及实现思路,理解起来有点困难,请问大佬有没有相关的技术参考文档?非常感谢!!!
大佬我最近在学习您的思路,有一点我不明白的是,您是怎么把粘度的影响融入的波幅计算公式中的,即i、j的计算公式是怎么定下来的,能分享一下推导思路或者定理的资料嘛?找遍全网实在找不到相似的设计思路。
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