Variable height for water level

Variable height for water level

Requests for features in the spring code.

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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Variable height for water level

Post by hunterw »

Water level is probably hard-coded to the point where this would not be feasable.

I have no idea if it is or not though, so I might as well throw it out there. Think of the possibilities here...imagine a dam map in which ships could travel to the edge of a dam and rain down firepower on ground units below.

Dam that would be cool.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Variable height for water level

Post by smoth »

water is a set plane and elevation. it would require serious rewrites to make possible varied water levels and pools. we would need some sort of object like in quake where you can specify a body of water.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Variable height for water level

Post by hunterw »

we could just use a height map..maybe a 16 color one or something

but like i siad Water level is probably hard-coded to the point where this would not be feasable.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Variable height for water level

Post by smoth »

setting a box at a location with dimensions could probably give us a nice quick water, I have a feeling that something which is oddly shaped might be a bit much to ask. Setting it in a height field would be really really tough.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Variable height for water level

Post by KDR_11k »

All code assumes water is at 0, weapons will behave differently when facing negative y, units act differently when reaching it, etc.
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FrOzEnTaCo
Posts: 81
Joined: 02 Jul 2008, 05:52

Re: Variable height for water level

Post by FrOzEnTaCo »

hunterw wrote:Dam that would be cool.
nice pun, and yes, it would be cool :P
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Variable height for water level

Post by Hoi »

Possible or not?
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Variable height for water level

Post by imbaczek »

theoretically possible, but obviously the current engine (as in, svn) can't do it and won't be able to for a long time. this feature would be exclusive with deformable terrain in any form. probably a good project for several weekends if someone wants to get dirty with the engine... not sure what the pathfinder issues would be. suggested implementation - water heightmap.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Variable height for water level

Post by lurker »

The fun way is a water heightmap. The cheap way is to change map elevation, with some way of isolating the LOS and pathing updates, and making those updates actually work with ships.
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: Variable height for water level

Post by Frostregen »

The fun way would be particle/fluid water,
so the dam could brake and flood the lowlands :D

Seriously:
Don't forget about water reflections.
Is this even possible, without having to many renderpasses[0] ?

This is something which keeps me thinking for a while now.
As I've seen many fluid/particle based water simulations (PhysX),
but none with any sort of real reflection.


[0]
Reflection usually requires an entire extra renderpass PER different mirror plane (be it height or rotation).
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