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๐ŸŒŠ Oceanology NextGen 2.0 - The Future of Water Simulation

ยท 3 min read
Galidar
Founder, Galidar Studio

After months of intensive development, we're thrilled to announce Oceanology NextGen 2.0 - the most significant update in the history of our water simulation plugin. This isn't just an update; it's a complete reimagining of what's possible with real-time ocean rendering in Unreal Engine 5.

๐ŸŽฏ What Makes 2.0 Special?โ€‹

NextGen 2.0 introduces three major new systems that work together to create the most realistic water simulation ever seen in a game engine:

1. Spectral Gerstner Wavesโ€‹

A completely new wave simulation system based on oceanographic research and the Beaufort Scale. Instead of manually tweaking individual wave parameters, you now control the ocean with intuitive real-world concepts:

  • Beaufort Scale (0-12): From glassy calm to hurricane conditions
  • Wind Direction: Waves naturally align and spread around wind vectors
  • Energy Distribution: Realistic frequency spectrum from swells to capillaries
  • Up to 128 wave components synthesized in real-time

The result? Oceans that look and behave like real oceans, with proper dispersion relations and physically accurate foam generation.

2. Breaking Waves (Coastal Waves)โ€‹

The feature our community has requested most: realistic surf zone simulation. Watch waves:

  • Build energy as they approach the shore
  • Transform through the surf zone
  • Form realistic breaking patterns with barrel formation
  • Generate dynamic foam and spray
  • Produce natural swash and backwash motion

All driven by SDF (Signed Distance Field) data from your shoreline, with full artistic control over every phase of the wave lifecycle.

3. Wave Forge Integrationโ€‹

Our companion tool Wave Forge Studio now integrates directly with NextGen 2.0:

  • 21 Hermite spline profiles defining complete wave lifecycles
  • Procedural generation or baked texture workflows
  • Export directly to HLSL shaders
  • Real-time preview in Unreal Engine

๐Ÿ“Š Technical Improvementsโ€‹

Beyond the major features, 2.0 brings significant architectural improvements:

FeatureNextGen 1.2.5NextGen 2.0
Wave SystemLegacy GerstnerSpectral + Legacy + Breaking
GPU Data4 DataBlocks15 DataBlocks
Coastal SimulationโŒ Noneโœ… Full SDF-based
Beaufort IntegrationโŒ Noneโœ… 0-12 Scale
Wave Components4 manualUp to 128 spectral
Foam GenerationBasicPhysics-based
Normal CalculationApproximatedAnalytical derivatives

๐Ÿ”ง Wave System Selectorโ€‹

New in 2.0: easily switch between wave systems per water body:

enum class EOceanologyWaveSystemSelector : uint8
{
None, // Flat water
SpectralGerstnerWaves, // New physically-based system
GerstnerWaves // Classic manual control
};

Mix and match systems across your project - use Spectral for open ocean, Legacy for stylized areas, and Breaking Waves for all coastlines.

๐ŸŽฎ Performanceโ€‹

Despite the massive feature additions, we've maintained excellent performance:

  • GPU-driven tessellation remains highly efficient
  • LOD morphing ensures smooth transitions
  • Breaking waves only compute near shorelines
  • Spectral synthesis uses optimized HLSL intrinsics

Recommended specs remain unchanged - if you could run 1.2.5, you can run 2.0.

๐Ÿ“… Release Timelineโ€‹

  • Alpha Testing: Q1 2026 (Selected developers)
  • Beta Release: Q2 2026 (All existing customers)
  • Full Release: Q3 2026 (FAB Store)

Existing NextGen customers will receive 2.0 as a free update.

๐Ÿ”ฎ What's Next?โ€‹

Stay tuned for our upcoming deep-dive articles:

  1. Spectral Gerstner Waves Explained - The science behind the simulation
  2. Breaking Waves Deep Dive - Creating realistic surf zones
  3. Wave Forge Integration Guide - Custom wave profiles
  4. Migration Guide - Upgrading from 1.2.5 to 2.0

๐Ÿ’ฌ Join the Conversationโ€‹

Have questions? Want early access? Join our Discord community with 6,000+ developers:

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The ocean awaits. NextGen 2.0 is coming. ๐ŸŒŠ