Outerra forum

Outerra Engine => Ideas & Suggestions & Questions => Topic started by: KelvinNZ on January 05, 2013, 07:06:52 pm

Title: Water curiosity
Post by: KelvinNZ on January 05, 2013, 07:06:52 pm
A good example of water effect on an object.

Ocean Animation Test (http://www.youtube.com/watch?v=V1_XeqCXRTk#ws)


Title: Re: Water curiosity
Post by: Minoza on January 05, 2013, 08:55:15 pm
Sorry but this looks everything but how water affects objects... It looks like stop motion though.  :D
Title: Re: Water curiosity
Post by: Jagerbomber on January 06, 2013, 12:13:44 am
Yeah, that was way too jerky.  Too sensitive to the simulated water perhaps.
Title: Re: Water curiosity
Post by: ZeosPantera on January 06, 2013, 03:09:11 am
Not enough mass on the boat.. Looks like paper.
Title: Re: Water curiosity
Post by: Bartolomeus on January 07, 2013, 01:45:01 am
Yes looks like a paper boat. I personally like the water engine from Ocean3dInteractive. It's based on OpenGL and CUDA.

Physics and ocean on GPU (http://www.youtube.com/watch?v=dnhWtdPAwFU#)

Marko
Title: Re: Water curiosity
Post by: KelvinNZ on January 07, 2013, 03:20:47 am
I thought this would spark some conversation...

I was hoping to get a technical rundown but I guess Cameni has more pressing codework to do. Really hoping for some aesthetics this year with Outerra. Yes, I know, backend code comes first.
Title: Re: Water curiosity
Post by: Bartolomeus on January 07, 2013, 04:20:17 am
For the water environment in Outerra it would be nice to have...

- physics based water (CUDA or another alternative?)
- limited wave height in shallow waters and on lee side (behind islands..)
- adjustable wave height and wave length (unless these parameters are controlled by the weather system)

Marko
Title: Re: Water curiosity
Post by: ZeosPantera on January 07, 2013, 04:40:40 am
Cameni described wave control as using not only future weather but the actual SHAPE of the shelf coming ashore. So it will be rather complicated. Not sure how he will do water physics.. Will need to check how BULLET does it as that is the engine being used.

Not bad..
Bullet Physics Buoyancy Demo (http://www.youtube.com/watch?v=kFXe7R_U4oM#)
Title: Re: Water curiosity
Post by: Bartolomeus on January 07, 2013, 06:07:07 am
Ah ok...thanks for the info Zeos!

Marko
Title: Re: Water curiosity
Post by: KelvinNZ on January 07, 2013, 08:53:26 pm
Not enough mass on the boat.. Looks like paper.

I'm sure by somehow adding "weight" to the boat and smoothing out the rolling this would make a pretty convincing scenario. However, it's good that critical minds are at play otherwise we wouldn't be getting much bang for our bucks when it comes to the final build.
Title: Re: Water curiosity
Post by: Midviki on January 28, 2013, 12:09:26 am
What about the water that would get inside a small boat, kayak or canoe? Or crashing a plane in to the water, but only sinking if it has cracks and water gets inside.I mean ofc that's the plane job to react to the impact those physics are apart.If the plane doesn't get cracks from the crash = no sink.
Oh yeah... and like depending on the proportion of the water getting inside the "vehicle" ( boat / canoe / submarine / crashed plane / battleship or Titanic ).I know a part of the water special effects will be made out of particles.But if it can be made so we can calculate the mass of the water that gets inside to make things right and get the "vehicle" JUSTICE!... I mean... a boat turned upside down would be nice to float if it has 5% air under it... you know stuff like that.Giving the opportunity for more possibility.