Better waves for water?
by kc_0045 · in Torque Game Engine · 12/10/2003 (5:26 pm) · 11 replies
Hey im making a Rpg with torque but the water use with torque dose not suit my needs :(. so i think im goin to just add my own water(start from scrach). but whoud there be away to make the waves better? Eg:
like when a rock is throwen into water it rippels stuff like that any help is greatly appreciated.
like when a rock is throwen into water it rippels stuff like that any help is greatly appreciated.
About the author
#2
You're probably going to run into huge problems with stability. :-/
12/10/2003 (8:48 pm)
Good luck to you - I don't think anyone has succesfully tackled large body fluid dynamics in real time yet.You're probably going to run into huge problems with stability. :-/
#3
12/10/2003 (8:50 pm)
Relly? well i think ill just put that to the side for now lol i have hardly any idea what im doing :D lol
#4
Matt
12/10/2003 (9:35 pm)
Call of duty has good water ripples waves and splashes from objects. Quest3d has a very good vertex shader that emulates waves. Both of them do it with DX9 though. But it has been done if thats what you mean by real time. Not sure opengl has anything like it yet.Matt
#5
If you just want some nice graphics and the physics don't concern you, then it is indeed, as Matt says, not too hard. I saw Hobbiticus playing with a nice OpenGL water renderer not too long ago.
12/11/2003 (4:35 am)
I'm talking about modelling the surface dynamics for a large body of water.If you just want some nice graphics and the physics don't concern you, then it is indeed, as Matt says, not too hard. I saw Hobbiticus playing with a nice OpenGL water renderer not too long ago.
#6
12/11/2003 (5:21 am)
Simulating water has very little to nothing to do with your rendering api (opengl/dx9)
#7
Doing visual trickery to make it appear as if you had water does.
The question is, which is wanted in this case? The latter isn't too bad; the former is a very thorny problem.
12/11/2003 (9:14 am)
Simulating water has nothing to do with it.Doing visual trickery to make it appear as if you had water does.
The question is, which is wanted in this case? The latter isn't too bad; the former is a very thorny problem.
#8
But then again, you can do this trough both opengl and directx these days..
12/12/2003 (12:10 am)
Well to be precise, it *is* possible to do water calculations on your GPU (but it wouldn't work on low end cards), so it has a 'little' to do with it ;)But then again, you can do this trough both opengl and directx these days..
#9
12/12/2003 (10:22 am)
It depends on the quality and scale of the sim, too. :)
#10
12/12/2003 (3:28 pm)
There is a great article on water simulation in real time over on gamasutra.com. You have to register to get access, but it's worth it. The article is called "Deep Water Animation and Rendering". There are some great pictures and refrences to other research papers. It was written by or somehow associated with the guys who did the water in the movie "The Perfect Storm".
#11
and you get the source as an example to start from!
12/17/2003 (12:00 pm)
Check out Translucency can't see it from the still very well but the cube has a turblent water shader that looks like fish swimming right at the surface, would be easy to make it waves instead.and you get the source as an example to start from!
Torque Owner Ben Woodhead
Anyway good luck, if you need any help with the math send me an email and I will see what I can find. I did some water droplet formula design while I was at the gameinstitute. I can have a look at my notes.
Ben