Scirra recently tweeted a link to a particle effects demo at construct.net/en
The smoke trails, explosions, and water splashes (while nicely executed) are all fairly standard particle effects.
However, what I'm curious to know is the method used to create "tidal waves" - the rippling across the surface of the water from a point of impact.
Does anyone either know, or have some suggestions about how they would go about doing this? It seems to be a fairly simple sine curve distortion, but I wasn't sure how to apply this to an object...?
Thanks for any advice!