Interaction between incoming waves and the coast.
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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
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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
@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 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.@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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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
@thomastc this looks*amazing* holy smokes!
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@thomastc this looks*amazing* holy smokes!
@aeva Thanks
Just some subpixel stuff to be sorted out... quantizing a varying is hard. -
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
@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

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@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

@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.
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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
@thomastc wow, this is a really gorgeous choice of resolution, point scaling etc. even the way you've approached the landscape polygons.
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@thomastc wow, this is a really gorgeous choice of resolution, point scaling etc. even the way you've approached the landscape polygons.
@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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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
@thomastc Looking great, makes me feel nostalgic
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@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.
@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
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@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
@jsbarretto So basically mipmaps

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