knorke wrote:Still do not understand why "Getting water depth becomes more complex esp at angles."
he may be thinking because you have two faces at different angles their distance at different locations has to be calculated. you cant simply use the nearest vertex locations..
but, how is it being done already? i doubt we are calculating between vertices of a face at the moment anyway, it would probably be nearest vertex height for speed reasons.. so I believe knorke would be correct.
Google_Frog wrote:One solution would be to create a general system as described by enetheru but then create maps, animations and gadgets which all assume the water map is flat whenever it is above ground. Anyway, angled water is not going to automatically look good.
It would take a ridiculous amount of work to make generalised water graphics which are as good as the graphics we currently have for flat water. It is unreasonable for the engine to detect the shape of your water map and deduce exactly how it should look like it is flowing.
It would be trivial to alter the existing water shader to make the wind direction effected by the surface normal. that way it appears that the water flows in a direction. and that's just to get started. i'm more worried about the shoreline part of the shader.
Silentwings wrote:I also can't see how non-flat water would be possible without massive changes and perf usage. But I've certainly made maps before where I wished I could have (flat) water in pools at different levels across the terrain.
I don't honestly see the difference between flat and non flat of different heights, you still have to detect that particular height.
FireStorm_ wrote:I can imagine (someone doing) a map with two (round) pools and one with a different water height. But I also imagine terrain deformation would be turned off for that map.
Probably the best think about this proposal is that its general enough to allow terrain deformation and water flow if someone does eventually wants to code it, of course performance cost is associated, but that's the same for any feature.
I think that the performance cost for using a ROAM mesh for water unit movement would be minimal, its already done in all cases, and planes already have to check the distance between the ground and the sky mesh.. so there really isn't a case for massive performance loss there.
I'm more interested in the performance cost to do water deformation, and that can be profiled with out any engine code changes.. ala play with the existing terrain to make it like water with lua scripts. even then i dont think it would be that expensive if done correctly.
if i get my ass back to uni next year i will attempt to make it myself(in a few years)..