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  1. Hi guys! I'm working on realistic ocean simulation for a browser game at the moment. The best known way to simulate ocean waves is Jerry Tessendorf's method with statistical model. I won't paste any formulas here for simplification, so here is core problem: calculations are expensive and I don't want to compute water heightmap by CPU in browser because the algorithm may be paralleled very well and GPU is able to compute the grid much faster. Is there any way to use GPU computing from babylon.js? I'm thinking about using shader with texture renderTarget to generate heightmap and then use the results in physics simulation in javascript and pass it to the shader material for rendering water surface. Is it worth or not? Can anyone suggest any other methods? Thanks!
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