wrod Posted June 9, 2012 Report Share Posted June 9, 2012 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/waterfalls2.in oceans their can be waves3.flowing rivers Quote Link to comment Share on other sites More sharing options...
theShadow Posted June 9, 2012 Report Share Posted June 9, 2012 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. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 9, 2012 Report Share Posted June 9, 2012 (edited) 5. Foam and spray around obstacles in rivers. Edited June 9, 2012 by zoot Quote Link to comment Share on other sites More sharing options...
DGMurdockIII Posted June 9, 2012 Report Share Posted June 9, 2012 you could intagrate Bulletphysics to maybe be able to help get this done http://bulletphysics.org/wordpress/ http://code.google.com/p/bullet/ Quote Link to comment Share on other sites More sharing options...
zoot Posted June 9, 2012 Report Share Posted June 9, 2012 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. Quote Link to comment Share on other sites More sharing options...
theShadow Posted June 9, 2012 Report Share Posted June 9, 2012 really, pretty much all of these can be accomplished with particle effects, and that will have far less of a hit on performance. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 9, 2012 Report Share Posted June 9, 2012 Particles and animated textures can probably do things like foam, wakes and waterfalls. Waves I'm not so sure about. Quote Link to comment Share on other sites More sharing options...
theShadow Posted June 9, 2012 Report Share Posted June 9, 2012 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. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 10, 2012 Report Share Posted June 10, 2012 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. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 10, 2012 Report Share Posted June 10, 2012 Consider something like this for rivers: Quote Link to comment Share on other sites More sharing options...
quantumstate Posted June 11, 2012 Report Share Posted June 11, 2012 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. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted June 11, 2012 Report Share Posted June 11, 2012 (edited) 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 June 11, 2012 by FeXoR Quote Link to comment Share on other sites More sharing options...
kosmo Posted June 11, 2012 Report Share Posted June 11, 2012 Yes, it seems. Thats the paper:http://www.matthiasmueller.info/publications/tallCells.pdfSeems to be pretty interesting. Quote Link to comment Share on other sites More sharing options...
zoot Posted June 11, 2012 Report Share Posted June 11, 2012 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. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted June 11, 2012 Report Share Posted June 11, 2012 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! Quote Link to comment Share on other sites More sharing options...
zoot Posted June 11, 2012 Report Share Posted June 11, 2012 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. Quote Link to comment Share on other sites More sharing options...
majapahit Posted June 12, 2012 Report Share Posted June 12, 2012 (edited) A little bit red in water after ship battle? Or in some time the water split creating dryland for army to crossover to the other side safely? Edited June 12, 2012 by majapahit Quote Link to comment Share on other sites More sharing options...
zoot Posted June 30, 2012 Report Share Posted June 30, 2012 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. Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted June 30, 2012 Report Share Posted June 30, 2012 EA used Shader Model 3.0 to do the water in BfMEII, which is comparable to GLSL, something you guys are already using. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted June 30, 2012 Report Share Posted June 30, 2012 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. Quote Link to comment Share on other sites More sharing options...
wrod Posted July 2, 2012 Author Report Share Posted July 2, 2012 I also think the water reflections should be touched up because in some cases u can see the bottom of the ocean and not the sky reflection Quote Link to comment Share on other sites More sharing options...
zoot Posted July 2, 2012 Report Share Posted July 2, 2012 That is actually intentional (unless you can give examples where it is not due to the viewing angle, of course). Quote Link to comment Share on other sites More sharing options...
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