GitHub's annual Game Off jam saw developers leverage wave physics in innovative gameplay systems across top-rated entries.

GitHub's 13th annual Game Off jam concluded with over 700 submissions, with top entries demonstrating sophisticated implementations of wave mechanics across physics engines. The winning games utilized wave-based interactions as core gameplay systems rather than mere visual effects, requiring precise technical implementation.
Technical Implementation Highlights:
- Evaw (Godot): Implements wave refraction/reflection physics for light/sound pathing with real-time calculation of wave propagation
- Where the Water Flows (Godot): Features dynamic water simulation with fluid dynamics affecting navigation paths
- Wave Drifter (Godot): Physics-based naval mechanics with wave interaction affecting ship velocity and drift vectors
- La Ola (Godot): Uses Markov Chain algorithms for procedural text generation affecting crowd simulation
Engine Utilization Patterns:
- Godot dominated top entries (6/10 winners) with its lightweight physics pipeline
- Unity implementations focused on particle systems for visual wave effects
- All winning games published source code demonstrating optimization techniques
Performance Considerations:
- Top entries maintained 60fps on mid-tier hardware
- Physics calculations offloaded to GPU in several Godot implementations
- Memory management critical for water simulation games
The full source code provides case studies in real-time physics implementation. Submissions demonstrate how constrained development timelines (1 month) can yield production-ready physics systems when using optimized engines.
Water simulation in Where the Water Flows required precise collision mapping
Game Off continues serving as a technical proving ground for experimental mechanics, with this year's focus on wave physics pushing boundaries of real-time environmental interaction systems. The submission gallery remains available for technical analysis.
Wave Drifter's naval physics required careful torque calculation
For engine-specific implementations:

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