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Anddos

unsure how to make water for my course fishing game for the pc

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Anddos    588

I am making a course fishing game for the pc and i am at the stage of implementing water, i want a pond look to it , not open see, what is the best way todo it , here is a screenshot of my fisherman rendering, the format i choose is FBX, thanks for your input.

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Anddos    588

so i forgot to press attach , sorry to why its dark , i havent figured out how to change the lighting in the fbx viewer

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Jason Z    6434

There are lots of ways to render water, depending on what effects you want to achieve.  Do you want the surface of the water to interact with your fisherman or his equipment?  If not, then you can do an approximation with a plane and then use reflection and refraction to simulate the water reflectivity properties.  I think there is a decent article in one of the GPU Gems books that describes how to do this.  This was also extensively described in some of the old Half-Life 2 technical presentations.

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blueshogun96    2264

I'm not sure how detailed you want to get in water rendering, so I grabbed 2 links to start you off with.  One simple (but OpenGL based) technique that illustrates the basics of water interaction and rendering, and an advanced one from GPU Gems 2 using Direct3D.

 

Simple: http://www.walterreid.com/opengl/17/water-droplet

 

Advanced: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter18.html

 

Hopefully one of these will help in some way!

 

Shogun.

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Anddos    588

I have a sample which offsets the texture cords of a texture so its moving, i think i will go with that for now , but i really dont know how i am going to do the fishing line, like i know i need to find the end of the rod , lock the vertexs and find the point which the line would start from , i dont even know how i would present the line to rendering, would a L:INE_LIST WORK?

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