[WF-General] Water simulation
jonni at lehtiranta.net
jonni at lehtiranta.net
Wed May 6 13:17:54 PDT 2009
That sounds so incredibly cool I'll have to make noise =).
Let me know when you get around to simulating water. I'm telling you this
because I have a background on physical modeling, and have written several
different models for fluids. Mostly on a course, and with Fortran, but I
have a neat simulation for the Shallow Water Equations on C++ as well, and
am working with and studying those right now. Shallow Water Equations give
nice waves, and can take wind input directly.
These are resource intensive tasks to do in real time, but for a game
several optimizations are possible. Further, a short simulation can tell
what kind of waves hit the shore, and that knowledge can be used to
"cheat" and do the same thing in an easier way.
That said, for the time being I'm unfortunately busy with many things =(.
But the summer seems better in this respect too.
-Jonni Lehtiranta // Aldaron
> The ocean entity could also contain some information about the current
> wave height etc., so it would be possible to simulate different kind of
> weather. This should be some kind of value general enough that the
> client would then be able to use that in conjunture with the different
> depths of the waters to present different sized waves depending on the
> depth. We could also add information of the waters colour etc. These are
> all thoughts for the future however and not something we want to
> implement right away.
> Alistair Riddoch skrev:
>> It would also be kinda exciting to be able to experiment with moving
>> this entity up and down to change the sea level in real time. Does
>> this create any client issues?
>> 2009/5/6 Alistair Riddoch <alriddoch at googlemail.com>:
>>> 2009/5/6 Amey Parulekar <amey.par at gmail.com>:
>>>> Alistair: Yeah, of course. The entity's parent should be "Thing",
>>> Yeah, that'll do, though remember that type names are all lower case.
>>>> Erik: I'll name it "ocean".
>>> The bounding box for this entity is essential for visibility. It needs
>>> to basically be the full size of the world with the top of the box at
>>> sea level. It also needs to be non-solid so the collision system knows
>>> to ignore it. See the "area" class in basic.xml which has a default
>>> "solid" property set to zero.
>>> Alistair Riddoch
>>> alriddoch at googlemail.com
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