Dynamic Water
#1
Posted 09 June 2012 - 04:10 PM
for example:
1. In map maker the ability to place water in higher elevations/waterfalls
2.in oceans their can be waves
3.flowing rivers
#2
Posted 09 June 2012 - 05:24 PM
however, it will be awhile before anything like that happens. Last I asked, no one here knows how the current water shader works.
Quote
I do 3D modeling and map creation for an open source fps called xonotic
#3
Posted 09 June 2012 - 05:34 PM
Edited by zoot, 09 June 2012 - 05:36 PM.
#4
Posted 09 June 2012 - 06:54 PM
#5
Posted 09 June 2012 - 07:14 PM
DGMurdockIII, on 09 June 2012 - 06:54 PM, said:
#6
Posted 09 June 2012 - 08:33 PM
Quote
I do 3D modeling and map creation for an open source fps called xonotic
#7
Posted 09 June 2012 - 08:38 PM
#8
Posted 09 June 2012 - 09:53 PM
Quote
I do 3D modeling and map creation for an open source fps called xonotic
#9
Posted 10 June 2012 - 02:41 PM
#10
Posted 10 June 2012 - 08:53 PM
#11
Posted 11 June 2012 - 08:16 AM
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#12
Posted 11 June 2012 - 09:30 AM
zoot, on 10 June 2012 - 08:53 PM, said:
Is this really calculated in real time??? The Navier-Stokes equation is pretty complex to calculate even with further simplifications for high fluidity...
This also seams to include a general physics engine (including most of mechanics like inertial and gravitational mass, coherent bendable materials etc.). I'd strongly advise not to try to implement this on our own but rather use an existing physics engine if available. It's hell a lot of work and has to be implemented extremely efficient.
Of cause it would be cool to have though ^^
Edited by FeXoR, 11 June 2012 - 09:38 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#13
Posted 11 June 2012 - 09:44 AM
http://www.matthiasm...s/tallCells.pdf
Seems to be pretty interesting.
#14
Posted 11 June 2012 - 09:55 AM
#15
Posted 11 June 2012 - 10:40 AM
zoot, on 11 June 2012 - 09:55 AM, said:
Additionally incompressibility is enforced that reduces complexity to n*log(n) which is quite nice. At the surface it's fully 3D still as far as I get it. The grid used seams to be quite rough and particles are used to further increase the visual detail level.
However, astonishing!
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#16
Posted 11 June 2012 - 03:03 PM
zoot, on 11 June 2012 - 09:55 AM, said:
#17
Posted 12 June 2012 - 07:07 AM
Or in some time the water split creating dryland for army to crossover to the other side safely?
Edited by majapahit, 12 June 2012 - 07:15 AM.
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#18
Posted 30 June 2012 - 05:30 AM
I don't think oceans like this should be too hard to do. Only, I am not able to
This paper gives an overview of many techniques that might be useful.
#19
Posted 30 June 2012 - 06:27 AM
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#20
Posted 30 June 2012 - 01:19 PM
zoot, on 30 June 2012 - 05:30 AM, said:
I don't think oceans like this should be too hard to do. Only, I am not able to
This paper gives an overview of many techniques that might be useful.
BFME2 did have fantastic water/rolling seas.
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