Advertisement Jump to content
Sign in to follow this  
MGB

'Wetted area' & buoyancy

This topic is 4969 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi all, Any thoughts on calculating the 'wetted area' of an object, e.g. the part of a boat that's underwater? I'll need to know where to apply rigid body buoyancy forces, which makes things harder I suppose. I'm thinking maybe bounding-box - plane intersection manifold? But the info I need may be hard to extract from this. Or possibly cast N rays down from the top of the box into the sea..?

Share this post


Link to post
Share on other sites
Advertisement
Oh nice links u 2. That'll teach me not to search for 'wetted' ;)
Looks a bit more complex than I first thought, as usual.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!