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Dynamic Water


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#1 wrod

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Posted 09 June 2012 - 04:10 PM

I think in the game the water should be more dynamic.
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 theShadow

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Posted 09 June 2012 - 05:24 PM

Also, things like surf on shorelines and wake behind moving ships.

however, it will be awhile before anything like that happens. Last I asked, no one here knows how the current water shader works.

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Why has a developer ever needed any reason other than "it looks bloody awesome"?

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#3 zoot

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Posted 09 June 2012 - 05:34 PM

5. Foam and spray around obstacles in rivers.

Edited by zoot, 09 June 2012 - 05:36 PM.


#4 DGMurdockIII

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Posted 09 June 2012 - 06:54 PM

you could intagrate Bulletphysics to maybe be able to help get this done http://bulletphysics.org/wordpress/ http://code.google.com/p/bullet/

#5 zoot

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Posted 09 June 2012 - 07:14 PM

View PostDGMurdockIII, on 09 June 2012 - 06:54 PM, said:

you could intagrate Bulletphysics to maybe be able to help get this done http://bulletphysics.org/wordpress/ http://code.google.com/p/bullet/
I don't think rigid body dynamics is the right tool for this job, but surely other work has been done on real-time water simulation which could be relied upon.

#6 theShadow

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Posted 09 June 2012 - 08:33 PM

really, pretty much all of these can be accomplished with particle effects, and that will have far less of a hit on performance.

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Why has a developer ever needed any reason other than "it looks bloody awesome"?

I do 3D modeling and map creation for an open source fps called xonotic

#7 zoot

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Posted 09 June 2012 - 08:38 PM

Particles and animated textures can probably do things like foam, wakes and waterfalls. Waves I'm not so sure about.

#8 theShadow

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Posted 09 June 2012 - 09:53 PM

Technically we already have waves, however i would like to see some modifications of the shader that add bigger waves for oceans, smaller waves for ponds and faster waves for rivers.

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Why has a developer ever needed any reason other than "it looks bloody awesome"?

I do 3D modeling and map creation for an open source fps called xonotic

#9 zoot

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Posted 10 June 2012 - 02:41 PM

The waves we have now looks more like ripples. I think we could throw in a configurable wave amplitude, beach waves (breakers) and perhaps some scattering and caustics. Also, I think you'd want another physics for flowing rivers, like fluid dynamics.

#10 zoot

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Posted 10 June 2012 - 08:53 PM

Consider something like this for rivers:



#11 quantumstate

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Posted 11 June 2012 - 08:16 AM

While this looks pretty cool we have better uses for processing power when the game is running. Anything we implement has to be much simpler. Rivers would be nice though.

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#12 FeXoR

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Posted 11 June 2012 - 09:30 AM

View Postzoot, on 10 June 2012 - 08:53 PM, said:

Consider something like this for rivers:



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.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#13 kosmo

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Posted 11 June 2012 - 09:44 AM

Yes, it seems. Thats the paper:
http://www.matthiasm...s/tallCells.pdf
Seems to be pretty interesting.

#14 zoot

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Posted 11 June 2012 - 09:55 AM

The main simplification seems to be that they only calculate the fluid physics in 2D. It is probably still too advanced for our uses but perhaps some approximation could be found that looks reasonably nice, even on lower-end systems.

#15 FeXoR

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Posted 11 June 2012 - 10:40 AM

View Postzoot, on 11 June 2012 - 09:55 AM, said:

The main simplification seems to be that they only calculate the fluid physics in 2D. It is probably still too advanced for our uses but perhaps some approximation could be found that looks reasonably nice, even on lower-end systems.

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!
Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#16 zoot

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Posted 11 June 2012 - 03:03 PM

View Postzoot, on 11 June 2012 - 09:55 AM, said:

The main simplification seems to be that they only calculate the fluid physics in 2D. It is probably still too advanced for our uses but perhaps some approximation could be found that looks reasonably nice, even on lower-end systems.
Maybe we could precompute a base model of the river with fluid dynamics as the map is loading and then animate that model with simpler techniques once in-game.

#17 majapahit

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Posted 12 June 2012 - 07:07 AM

A little bit red in water after ship battle? :ph34r:

Or in some time the water split creating dryland for army to crossover to the other side safely?

Posted Image

Edited by majapahit, 12 June 2012 - 07:15 AM.

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#18 zoot

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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 Zeta1127

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Posted 30 June 2012 - 06:27 AM

EA used Shader Model 3.0 to do the water in BfMEII, which is comparable to GLSL, something you guys are already using.
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#20 WhiteTreePaladin

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Posted 30 June 2012 - 01:19 PM

View Postzoot, 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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