Easy-to-use physics engines have created a whole new source of emergence and fun for digital games. Water simulation could add another similar emergent interaction element in 3D games. Several barriers that prevent this step for games with large playing areas are analysed. One of the most important problems is how to couple the water and physics simulations. Our implementation of the extremely fast virtual pipe method is compared with more sophisticated solvers. Also, two different implementations of physics coupling are compared.
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