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CIRCLE WITH A DOT

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  3. Interaction between incoming waves and the coast.

Interaction between incoming waves and the coast.

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  • thomastc@mastodon.gamedev.placeT thomastc@mastodon.gamedev.place

    Interaction between incoming waves and the coast. The effect is based purely on local depth. As the waves approach the shallows, they get shorter and taller, until a point where they suddenly lose a lot of amplitude.

    If the wind blows away from the shore, though, this becomes a mess. I'll need to check the gradient of the distance to the coast and inhibit the effect.

    #GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

    toerror@mastodon.gamedev.placeT This user is from outside of this forum
    toerror@mastodon.gamedev.placeT This user is from outside of this forum
    toerror@mastodon.gamedev.place
    wrote last edited by
    #2

    @thomastc Looks really good.
    Has me wondering if I've ever seen waves going away from the shore; I seem to remember they reorient themselves to approach the coast line as a refraction effect as the depth reduces... Might be mis-remembering though.

    thomastc@mastodon.gamedev.placeT 1 Reply Last reply
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    • toerror@mastodon.gamedev.placeT toerror@mastodon.gamedev.place

      @thomastc Looks really good.
      Has me wondering if I've ever seen waves going away from the shore; I seem to remember they reorient themselves to approach the coast line as a refraction effect as the depth reduces... Might be mis-remembering though.

      thomastc@mastodon.gamedev.placeT This user is from outside of this forum
      thomastc@mastodon.gamedev.placeT This user is from outside of this forum
      thomastc@mastodon.gamedev.place
      wrote last edited by
      #3

      @toerror It's also because waves grow under the prolonged influence of wind (called "fetch"), so waves coming off the shore haven't had a chance to grow yet.

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      • thomastc@mastodon.gamedev.placeT thomastc@mastodon.gamedev.place

        Interaction between incoming waves and the coast. The effect is based purely on local depth. As the waves approach the shallows, they get shorter and taller, until a point where they suddenly lose a lot of amplitude.

        If the wind blows away from the shore, though, this becomes a mess. I'll need to check the gradient of the distance to the coast and inhibit the effect.

        #GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

        aeva@mastodon.gamedev.placeA This user is from outside of this forum
        aeva@mastodon.gamedev.placeA This user is from outside of this forum
        aeva@mastodon.gamedev.place
        wrote last edited by
        #4

        @thomastc this looks*amazing* holy smokes!

        thomastc@mastodon.gamedev.placeT 1 Reply Last reply
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        • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

          @thomastc this looks*amazing* holy smokes!

          thomastc@mastodon.gamedev.placeT This user is from outside of this forum
          thomastc@mastodon.gamedev.placeT This user is from outside of this forum
          thomastc@mastodon.gamedev.place
          wrote last edited by
          #5

          @aeva Thanks ๐Ÿ˜Š Just some subpixel stuff to be sorted out... quantizing a varying is hard.

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          • thomastc@mastodon.gamedev.placeT thomastc@mastodon.gamedev.place

            Interaction between incoming waves and the coast. The effect is based purely on local depth. As the waves approach the shallows, they get shorter and taller, until a point where they suddenly lose a lot of amplitude.

            If the wind blows away from the shore, though, this becomes a mess. I'll need to check the gradient of the distance to the coast and inhibit the effect.

            #GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

            jsbarretto@social.coopJ This user is from outside of this forum
            jsbarretto@social.coopJ This user is from outside of this forum
            jsbarretto@social.coop
            wrote last edited by
            #6

            @thomastc Nice work! I think a solution probably looks like taking the dot product of the wind vector and the terrain gradient and using that to determine wave amplitude. Awesome stuff ๐Ÿ™‚

            thomastc@mastodon.gamedev.placeT 1 Reply Last reply
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            • jsbarretto@social.coopJ jsbarretto@social.coop

              @thomastc Nice work! I think a solution probably looks like taking the dot product of the wind vector and the terrain gradient and using that to determine wave amplitude. Awesome stuff ๐Ÿ™‚

              thomastc@mastodon.gamedev.placeT This user is from outside of this forum
              thomastc@mastodon.gamedev.placeT This user is from outside of this forum
              thomastc@mastodon.gamedev.place
              wrote last edited by
              #7

              @jsbarretto Yeah, that's the idea. The gradient needs to be smoothed, otherwise small underwater bumps will do weird things. The definition of "small" depends on wavelength though. Maybe something something mipmaps.

              jsbarretto@social.coopJ 1 Reply Last reply
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              • thomastc@mastodon.gamedev.placeT thomastc@mastodon.gamedev.place

                Interaction between incoming waves and the coast. The effect is based purely on local depth. As the waves approach the shallows, they get shorter and taller, until a point where they suddenly lose a lot of amplitude.

                If the wind blows away from the shore, though, this becomes a mess. I'll need to check the gradient of the distance to the coast and inhibit the effect.

                #GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

                jonbro@friend.campJ This user is from outside of this forum
                jonbro@friend.campJ This user is from outside of this forum
                jonbro@friend.camp
                wrote last edited by
                #8

                @thomastc wow, this is a really gorgeous choice of resolution, point scaling etc. even the way you've approached the landscape polygons.

                thomastc@mastodon.gamedev.placeT 1 Reply Last reply
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                • jonbro@friend.campJ jonbro@friend.camp

                  @thomastc wow, this is a really gorgeous choice of resolution, point scaling etc. even the way you've approached the landscape polygons.

                  thomastc@mastodon.gamedev.placeT This user is from outside of this forum
                  thomastc@mastodon.gamedev.placeT This user is from outside of this forum
                  thomastc@mastodon.gamedev.place
                  wrote last edited by
                  #9

                  @jonbro Thanks! Tbh, I am considering using smooth shading (not so flat looking triangles) for the terrain. Will have to see how that looks.

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                  • thomastc@mastodon.gamedev.placeT thomastc@mastodon.gamedev.place

                    Interaction between incoming waves and the coast. The effect is based purely on local depth. As the waves approach the shallows, they get shorter and taller, until a point where they suddenly lose a lot of amplitude.

                    If the wind blows away from the shore, though, this becomes a mess. I'll need to check the gradient of the distance to the coast and inhibit the effect.

                    #GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen

                    slybebop@peoplemaking.gamesS This user is from outside of this forum
                    slybebop@peoplemaking.gamesS This user is from outside of this forum
                    slybebop@peoplemaking.games
                    wrote last edited by
                    #10

                    @thomastc Looking great, makes me feel nostalgic

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                    • thomastc@mastodon.gamedev.placeT thomastc@mastodon.gamedev.place

                      @jsbarretto Yeah, that's the idea. The gradient needs to be smoothed, otherwise small underwater bumps will do weird things. The definition of "small" depends on wavelength though. Maybe something something mipmaps.

                      jsbarretto@social.coopJ This user is from outside of this forum
                      jsbarretto@social.coopJ This user is from outside of this forum
                      jsbarretto@social.coop
                      wrote last edited by
                      #11

                      @thomastc Ah, fair enough. Perhaps just sampling a handful of times over a wide area would be enough? The further apart the samples, the less effect any small discontinuities would have, and it's not like you really care to capture any significant detail

                      thomastc@mastodon.gamedev.placeT 1 Reply Last reply
                      0
                      • jsbarretto@social.coopJ jsbarretto@social.coop

                        @thomastc Ah, fair enough. Perhaps just sampling a handful of times over a wide area would be enough? The further apart the samples, the less effect any small discontinuities would have, and it's not like you really care to capture any significant detail

                        thomastc@mastodon.gamedev.placeT This user is from outside of this forum
                        thomastc@mastodon.gamedev.placeT This user is from outside of this forum
                        thomastc@mastodon.gamedev.place
                        wrote last edited by
                        #12

                        @jsbarretto So basically mipmaps ๐Ÿ˜‰

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