Water

Published July 15, 2017
Advertisement

screen_2017_7_15_16_11_36.thumb.png.277f247aee4c8ecf132ad352d64af124.png

screen_2017_7_15_16_50_15.thumb.png.44d77f3ca7de9052e10d8eba7d9245d3.png

 

So, I ended up doing the "skirts" method I spoke of in the last post. And in conjunction with the default Urho3D water shader (with a few small tweaks, and more to come to eliminate artifacts on the corners of the water blocks) it actually looks pretty decent. The water animates a noise texture that ripples the ground beneath. It also uses a reflection texture (which I have set to black at the moment) if desired. I might tweak the water shader further, but for now I'm happy with it. I've also got all the small issues sorted out from the change to multi-level water. It wasn't a large change, but I was surprised at how many different parts of the code worked from the assumption that water was determined by elevation < 9. I thought I had contained it better than that, but I did get all the various spellcasting, pathfinding and object spawning oddities worked out.

Previous Entry Multi-level Water
12 likes 2 comments

Comments

Dragonsoulj

Seems I forgot to comment. Looks like definite progress. I saw khawk post something about a new Urho version. Will you be upgrading with it?

August 19, 2017 10:24 PM
JTippetts

I routinely pull from the latest Urho3D head (usually about every week or two) just to keep it up to date.

August 20, 2017 03:20 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement