Game Development Community

Realistic water capabilities within Torque?

by Raymond Van Beek · in Torque Game Engine · 11/23/2001 (12:17 am) · 6 replies

Hi everyone.

My english isn't all that well since it's not my native language. So my appolegies for typo's and all.
I posted this under community aswell, but I think it belongs in this part of the forum.


My question is the following.
I'm a new programmer, but not new to designing and I'm currently designing a MMORPG.
I would like to know if the water part of the Torque engine is capable of realistic water. Like waves reacting to wind and storms.
Part of the game will be being able to use boats.
Even in seabattles, etc
A little to the idea of SeaDogs.

Can anyone tell me if Torque can handle this?

Thanks.

#1
11/23/2001 (1:07 am)
I'm interested in this too... to use in a side project of mine. It will require some engine changes... but I have no idea how to start with it.
#2
11/23/2001 (4:01 am)
In my opinion, the water in this engine is top quality, graphics wise.

I know you can change a few water parameters in the GUI, and I don't know if you can change those parameters "on the fly". But Since you would have the source code, I imagine that you could do whatever you want if you know C++.
#3
11/23/2001 (4:25 am)
well the water itself is pretty ok in this engine... but I'm more interested in waves.... you know a trail of waves after a boat... etc...
#4
11/23/2001 (4:37 am)
Ward, the water around the object when it moves shouldn't be to much of a problem.
Atleast in my case it can be something seperate that only has a connection to the actual waves and speed of the object. (simplification ;) )


From what Jeff says it should be possible then to make some changes to the Torque engine in order to get the wave effect.

anyone else ideas?
#5
11/23/2001 (9:39 am)
The waves are currently computed based of a simple sine wave. To make waves that re-act to objects in the water (such as boats), would require a finite element mesh (or some sort of energy distribution grid). Since we had some wave code that did this from another project, we actually considered dropping it in when the water was first being worked on. But it wasn't a critical feature for T2, so it was dropped.

The solution we had talked about was having a local FEM around each object in the water, and adding the FEM results to the global sine function. Having smaller grids around objects would save memory, and processing, but would require more management. I don't think this would be a very tough project, but it would require getting to know the water engine pretty well :)
#6
11/24/2001 (6:11 am)
Thanks for the info Tim.
It should be well doable then ;)

having the sin function that controls the wave react to a weather variable should be possible then aswell.

Looks like the engine will be fit to do the work then ;)

again, thanks for the info.