Lovely 3d water tutorial. Basically works threw the math & theory of generating two textures, displacement & slope. Then you use a shader to apply the data to a mesh.
Code wise, believe the C++ parts can be converted to GLSL to have the GPU create the textures instead :)
This detailed blog post on ocean simulation recently surfaced in the Spartan Engine Discord server, thought I’d share it here.
gikster.dev/posts/Ocean-Simu…