Its been a while since my last post, had been busy with office work…sigh!!! Anyways, I was poking around web to come up with interesting water simulation techniques, as you could see in many games these days, so I did find a reference to an old C-based technique, after little refinement, what I have is a water simulation which uses a very old algorithm based on two heightmaps. As always it’s a grid based animation which divides the screen into a mesh(more slices better this simulation looks), I use a jagged array in c# to do this (load it with a texture of 640 X 480 dimension ), to animate I use another array of same dimensions, now to make every thing move I kinda do something like this