[WF-General] Water simulation

Erik Hjortsberg erik.hjortsberg at gmail.com
Mon May 11 06:06:43 PDT 2009


Hi, we currently provide the water as mainly a client side effect. It 
sounds that your knowledge might currently be of most interest for the 
Hydrax people: http://www.ogre3d.org/addonforums/viewforum.php?f=20

/erik

jonni at lehtiranta.net wrote:
> 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.
>>
>> /erik
>>
>> 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?
>>>
>>> Al
>>>
>>> 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",
>>>>> right?
>>>>>
>>>>>           
>>>> 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.
>>>>
>>>> Al
>>>> --
>>>> Alistair Riddoch
>>>> alriddoch at googlemail.com
>>>> http://alistairriddoch.org/
>>>>
>>>>
>>>>         
>>>
>>>
>>>       
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>
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