March 15, 2006 - 14:23
Projects:
In computer graphics demos there is a fairly common method of rendering water ripples based on a CA; each cell has a height value, and every frame its height value is set to the damped inverse of its previous height value + the average height of its neighbors. This results in fairly realistic-looking ripples that propogate outwards as expected.
A tutorial for achieving this effect can be found here.
In my game I am implementing a fairly similar effect for water ripples.