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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 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
    #1

    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 aeva@mastodon.gamedev.placeA jsbarretto@social.coopJ jonbro@friend.campJ slybebop@peoplemaking.gamesS 5 Replies 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

      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.

        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

          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.

            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

              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.

                    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

                      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

                      1 Reply Last reply
                      0
                      • 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˜‰

                          1 Reply Last reply
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