Knowledge-based discourse

A joint paper by The University of Tokyo and Game Freak (image 1 below), published in 2025-08, is possibly the technical underpinnings beneath the “nice water” in Pokémon Winds/Waves. To improve rendering speed and reduce memory footprint, it uses a grid of quadtree tall cell to simulate deep water (image 2; columns 3-4).

Roughly speaking, areas with complex waves are divided into smaller cells, while calm water is represented by larger cells (image 1 below). A “variational [water] pressure solver” is devised to calculate fluid motion with the variable cells (images 2-3).

For Pokémon fans, the most intriguing part may be the “merging [liquid] animals” example near the end of the paper (video clip below; full video here). Will Game Freak actually use this in Pokémon Winds/Waves for Vaporeon or even a new Water Legendary?

H/T @ilikefeet.bsky.social

[Originally posted on 2026-02-28 Pacific Time]