NEW WATER FOR IRRLICHT BUT MORE REALISTIC
NEW WATER FOR IRRLICHT BUT MORE REALISTIC
Hi,
I have found somethig very interesting:
How to make water for games more real.
Take a look at this article:
http://collective.valve-erc.com/index.p ... simulation
It is very usefull and I shal trye to make it work with Irrlicht as soon as I found out how.
Any help would be very usefull.
The water scene node hase to be 'upgraded'.
With that sort of water U can create waves generated my falling drops of water(particles of corse).So we will need a water particle efect and I don't know if Irrlicht has a plane particle emitor.
I have found somethig very interesting:
How to make water for games more real.
Take a look at this article:
http://collective.valve-erc.com/index.p ... simulation
It is very usefull and I shal trye to make it work with Irrlicht as soon as I found out how.
Any help would be very usefull.
The water scene node hase to be 'upgraded'.
With that sort of water U can create waves generated my falling drops of water(particles of corse).So we will need a water particle efect and I don't know if Irrlicht has a plane particle emitor.
Kat'Oun
And forgot to add there is an example that uses that techniqe for creating heightmaps from a plane that has the Y values random on some range .
And that method just smothe it out.
Here is the page with the example
http://www.gamedev.net/reference/articl ... le2001.asp
is down the page.U will see it.
And that method just smothe it out.
Here is the page with the example
http://www.gamedev.net/reference/articl ... le2001.asp
is down the page.U will see it.
Kat'Oun
That sounds like you are on the right track, I hope you get it working.
Also, later after the water gets an upgrade i think it would be cool to have fresnel reflections(When the water has a different reflection based on the angle at which you look at it and at which the light is). Just a though to ponder.
Also, later after the water gets an upgrade i think it would be cool to have fresnel reflections(When the water has a different reflection based on the angle at which you look at it and at which the light is). Just a though to ponder.
He already did in this thread: http://irrlicht.sourceforge.net/phpBB2/ ... 8&start=90niko wrote:Cool. Post some shots.
And what's with your blog, niko ?
Those are some nice equations... The first two terms really do the velocity of a vertex while 3rd and 4th actually propogate waves. A bit more complicated than it needs to be if you want some simple efficient stuff though:
http://freespace.virgin.net/hugo.elias/ ... _water.htm - http://freespace.virgin.net/hugo.elias/ is a great site btw.
It could turn out that this is just the stuff with all of the precalculated coefficients taken out, perhaps it is a less accurate water model. ATM too lazy to try. If it turns out to be a less accurate, but more efficient you could consider implementing this as an alternative.
As for affecting the water, I'd do hitWater(x,y,f) where f is the amount of displacement applied.
http://freespace.virgin.net/hugo.elias/ ... _water.htm - http://freespace.virgin.net/hugo.elias/ is a great site btw.
It could turn out that this is just the stuff with all of the precalculated coefficients taken out, perhaps it is a less accurate water model. ATM too lazy to try. If it turns out to be a less accurate, but more efficient you could consider implementing this as an alternative.
As for affecting the water, I'd do hitWater(x,y,f) where f is the amount of displacement applied.
I know that algorith.
I have found that implemented in an small engine along with other 2 tipes of water.
This is a 2D Water an to get the height right for making an 3D Water
I had big problems and iven right now I couldn't fix it to actualy see witch is faster
because the efect is mostely the same(more that 90%).
Kat'Oun