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Of water and waves


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#281 historic_bruno

historic_bruno

  • WFG Programming Team

  • Primus Pilus
    (1,924 posts)

Posted 17 January 2013 - 01:17 PM

View Postribez, on 15 January 2013 - 03:15 PM, said:

interesting article about the water in Assassin's Creed 3
http://www.fxguide.c...ath-the-action/
It appears we're close to that level of graphics, the main things we're lacking now are splash effects, wakes and simulated boat "physics".
Ben Brian [ aka historic_bruno ]

Wildfire Games Programmer
Contact me: ben@wildfiregames.com

#282 Gen.Kenobi

Gen.Kenobi

  • 0 A.D. Art Team

  • Centurio
    (703 posts)

Posted 17 January 2013 - 05:43 PM

I guess we're still missing Translucency, SSS...
Daniel Schubert [ aka Gen.Kenobi]

Wildfire Games 3d Artist
Contact me: daniel[at]wildfiregames.com


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#283 WhiteTreePaladin

WhiteTreePaladin

  • WFG Programming Team

  • Primus Pilus
    (1,275 posts)

Posted 17 January 2013 - 10:56 PM

It would be nice if the water had rolling waves applied to the entire surface.
Brian [aka WhiteTreePaladin]

0 A.D. Gameplay and UI Developer

#284 wraitii

wraitii

  • WFG Programming Team

  • Primus Pilus
    (1,010 posts)

Posted 27 April 2013 - 12:22 PM

I've just committed some fairly extensive behind the door changes to the water code: it no longer uses textures but rather vertex data for rendering the foam. Please report any issue that could arise. It should be faster for rendering but it's most likely unnoticeable.
Wraitii
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: wraitii@wildfiregames.com

Also the world's only three-dimensional poodle.



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