Water has a global wind direction which it adheres toīy doing water like this, we can have a completely endless ocean without worrying about making massive boxes of smooth terrain water. Zone system that allows us to paint zones and assign different wave parameters to them(in the video you can see an island zone which is much calmer) - Storms are supported but not in this video Real Time(not baked) - Allows for more randomness and different areas to have different wave parametersīones displaced on all axes using summed gertsner wavesĬompletely synced to the server other clients using 's synced clock methodīoth server and clients have a fast wave height lookup function at any given Vector2(to do things like objects bobbing in the water, underwater camera effects, etc.) - Uses an octree like system to get the bone polygons nearest to your camera then does some math to determine height based on that Optimized(scales bone update distance to stay under 2ms per frame) Some cool features/information about the water: Doing this correctly allows us to keep it optimized and scale on lower end devices, while keeping the illusion that the water is endless by fading seamlessly into larger, flat planes(bones near the update borders interpolate smoothly to be flat near the edges) - Flat planes are textured the same as the bone planes Inspired by how games such as Sea of Thieves do their water, water is all real time and deterministic, but is only updated/rendered within the camera’s viewing frustum and a set distance.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |