Members - Reputation: 107
Posted 24 August 2012 - 07:14 PM
I'd like to write a game that gives the player control over a small watercraft in an endless body of water. It doesn't have to be visually realistic and 100% physically accurate. Imagine a toy boat in a cartoon ocean- basically that.
The main problem I'm having is that, as I search around for information, most of articles about water either deal with water simulation (as in enormous particle systems modelling complex fluid dynamics) or water as a visual effect (how to create ripples and stuff like that). I've done enough research to understand that I'd like to fake this as much as I can. Some one on stackexchange talked about using 'force blocks', but I'm not sure what that means.
My goal right now is to build a small piece of moving water and drop simple 3D models in it and have them bob in the waves. Does anybody have advice on:
1) What environment could get us setup with something like this without introducing the overhead of a full-blown "game engine" and
2) Any advice on how to simplify the water / watercraft physics as much as possible so that we can model them with relative ease.
Members - Reputation: 103
Posted 14 December 2012 - 09:00 AM
My first floatation was to give my ships four invisible outrigger pontoons that stayed on the surface, and have the ship follow them.
I later moved to having a physically-based one that took the hull model's faces, calculated their centroid's depth, and then the force of the water pressure being exerted through that centroid. It's a good approximation, I'd think, if your hull model is fairly detailed (I used a lower-poly version for this than the one I'd show visually). I never got that one fully under way.