Game Development Community

Big waves in TSE?

by Vashner · in Torque Game Engine Advanced · 10/11/2005 (3:34 pm) · 34 replies

It looks to me like the waterblock in TSE has a limited wave size. How would one
go about doing something like big ocean swells? Like 6-8 foot or higher seas.

I have seen it done in EQ2 with what looks like a shader function...
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#21
11/29/2005 (2:20 am)
Ahh, to update that.. it WAS using the vertex buffer objects only available in 3.0 shaders..

So... look for that on nvidia site.. looks like water to me :)
#22
11/29/2005 (7:02 am)
Unfortunately, you want to support other cards than Nvidia as well, in a game engine, as oposed to a rendering sample. So using vertex texturing is not recomended for water simulation in a 3D engine, imho. And some of those VS3 samples I seen used noise textures to displace water mesh , noise not beeing such a great fluid simulator. You want a solution which is fast and looks good. You also potentially want
multiple solutions in the same code base, for performance reaons.

You might run a more expensive solver at shorelines, where waves and direction from which they are comming is important. And at the
middle of the pond you can just render anoter solver which is lame.

From different reasons, I like to have solvers for fluids running on CPU , rather than GPU. Unless you are dealing with insane ammount of
vertices it workd pretty well, assuming you use a lock_discard type of buffer.

One of the reasons I like to have the solvers on CPU is that this way you can actually properly lit that damned water. Water materials have a full set of properties, it;s a pretty complex specular material, and thus you want water to be properly lit and shadowed , in some cases. So running the solver on CPU gives you much more space in shaders to do lighting .
#23
11/29/2005 (10:55 am)
We need to do a group trip to Cozumel for research. :)
I have been a diver for many years and that drives my main passion for water. Also have waterfall and koi pond here at home.
Also I want to do a scuba game someday. Couple of my pics from my website cozumel.bz.

www.cozumel.bz/images/sarosa03s.jpg
www.cozumel.bz/images/cozbeach1.jpg
www.cozumel.bz/images/cozsurface01.jpg
www.cozumel.bz/images/cozsunset01.jpg
#24
11/29/2005 (10:59 am)
You was diving Randy ? Not anymore ?
I plan to get technical diving instruction in the next months. Cozumel sounds good. Abit too far from me.
#25
11/29/2005 (1:05 pm)
Yea I still dive. It's the only sport they (doctors) let me do (bad back, disks) . I would like to make a scuba game too someday (broken record lol).
Technical is nice but I would not do cave dives. I like caves but that's just nuts :)
I use both 35mm and Cannon A75 digital in waterproof cases to photo. Sorry for going a little off topic just wanted to talk about RL water.

Edit: Back to the subject, have you seen in the Nvidia SDK the whitepaper on "vertex texture fetch water"? It's a great read.
#26
11/29/2005 (2:45 pm)
I just recently thought about this:

What if i combine Relief Mapping and the Water Shader ... wouldnt that produce some nice Waves on the Water? I think you could keep up the Illusion as long as your eye level isnt closely to sea level.
#27
11/29/2005 (3:15 pm)
>>
Randy, sorry to hear abt your back. Ya technical is nice but expensive like fucking hell. it costed me already a whole bunch of money. And i still have to invest in a dry suit and some training. I am in dry caving since 1989. I love caves.

About vertex texture fetches, ya i know the paper. Go to nvidia FTP and donload src code from seen Gpu Gems 2, i think i seen there a full sample for water done with vertex texture fetches.





>> What if I combine Relief mapping

Nope. It looks ... weird. And youll have problems finding a texture which have nice tilable properties, even more so than a good normalmapping texture which properly tiles for water. i would just use
a high frquency normalmap (surface 'detail" not simulation) in conjunction with a software deformer.
It works grat, and it realistcly produces waves from the correct "epicenters", for example
if you shoot a rocket in the water, you can actually generate correct waves from that point.

also, a releife mapping shader is an expensive effect. it eats fillrate. If the scale of your water is enormous, then setle for some simple noise deformers, in a vertex shader. Try, Try, is all about trying untill you can balance performance with your minimal specs. Dont be fooled by things like relief mapping and paralax mapping,depending on the lighting solution utilized those shaders can put even a 6800 to its knees.
#28
11/29/2005 (3:27 pm)
@Randy

I want to play a scuba diving game so bad.
#29
11/29/2005 (3:40 pm)
@Anton i'll send you email about the ideas. I don't want to give away too too much. Hey anyone can do scuba it's a big water world out there. But the content and stuff is the unique part eh?

The existing TSE water system.. I have nothing but praise for it. Just fantsy of more radical water for like deep sea fishing or sailing.

Maybe windsurfing. Which I get to see a lot of RL in Port "A" (Aransas) and Padre. Don't get me started on spring break. I'll really go off topic. But last year I did have TSE fantasy watching some pro windsurfers.
#30
12/04/2005 (7:13 pm)
Has anyone implemented any sort of spray/bubbles from boats effect?

www.silenthunteriii.com/ss/bogue_stern_shot.jpg
#31
12/04/2005 (9:20 pm)
Wow that's a seriously nice looking ocean. Would be sweet if someone could come up with an OceanBlock class.. ;)
#32
12/05/2005 (12:54 am)
Well for the splash like showing above we just need to finish the shader enhancement of the particle system. (put together the posts on it into a resource or TDN .. well after it's tested first). ( Side Note: We need to put cartoon smoke in that baby too) ...

As far as the white foam color on the water.. Uh I don't know how do to that. On my todo list is to study SM 3.0 water options more.
#33
12/10/2005 (2:50 pm)
What game is that screenie from?

That is wonderful!
#34
12/12/2005 (11:32 am)
Check

http://www.silenthunteriii.com/


Looks like a WW2 submarine sim gme.

With a game like that, you need the water to look good :)

Though looking at the screenshots, the ships, interiors, and skies also look top notch.


edit: but if you think about it, when your environment is all water you've got room to use a few tricks. space games also do this.
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