Mythruna
September 19, 2025, 08:29:22 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Welcome to the new forums. See "Announcements" for a note for new users.
 
   Home   Help Search Login Register  
Pages: [1] 2
  Print  
Author Topic: Water physics demonstration. (Not in-game Mythruna(If you got your hopes up))  (Read 20921 times)
Moonkey
Hero Member
*****
Posts: 1587

This is probably a picture.


View Profile
« on: March 26, 2012, 08:00:32 AM »

http://www.moddb.com/games/arcane-worlds

1: Check it out. 2:tell me how great the water physics are ( Roll Eyes ). 3: debate.

When I saw this I thought: WOW. These waterphysics no matter how much water I placed, it didn't decrease my FPS. I was wondering if paul could figure out how to make such water physics, it looks blocky though so it might fit into Mythruna with enough research. Give it some thought, and tell me what you think.

If you create a downwards hill of water, you can see the water moving DOWN (foam) and it looks aweshum. perfect for water-falls.
Logged

Mythruna: Don't you dare read any posts I made before 2014.
pspeed
Administrator
Hero Member
*****
Posts: 5613



View Profile
« Reply #1 on: March 26, 2012, 09:19:01 AM »

It looks interesting.  Mythruna water might be able to make waves like that but I don't think we'll know because I'm not sure I'll test shooting water blocks. Smiley

I have the basic flowing water model designed.  The water falls in Mythruna will actually be streaming water, though... and cascade down the rocks and placed objects.

The hardest part of Mythruna water physics is dealing with the user-placed objects.  And basically, water would be pretty lame if users couldn't place objects to divert the flow.
Logged
FutureB
Donators
Hero Member
***
Posts: 512


RAWR


View Profile
« Reply #2 on: March 26, 2012, 12:00:24 PM »

that idea about water is rather cool, being able to splash people ect. with flowing water will there be a current that will pull you depending on how big strong/ small and little the river is?
Logged


Say the opposite of these words:
1)Always.
2)Coming.
3)From.
4)Take.
5)Me.
6)Down.
randomprofile
Global Moderator
Sr. Member
*****
Posts: 265


View Profile WWW
« Reply #3 on: March 26, 2012, 12:02:25 PM »

That engine likes nice... but I find it hard to imagine Mythruna with those kind of physics... infact I kind of don't like the HD textures we have now... since  block detail >= texture detail. but that's just my opinion .
Logged
pspeed
Administrator
Hero Member
*****
Posts: 5613



View Profile
« Reply #4 on: March 26, 2012, 12:18:37 PM »

that idea about water is rather cool, being able to splash people ect. with flowing water will there be a current that will pull you depending on how big strong/ small and little the river is?

I strongly want to have current.  I think for rivers it will be possible because I'm modeling them differently than regular bodies of water.
Logged
randomprofile
Global Moderator
Sr. Member
*****
Posts: 265


View Profile WWW
« Reply #5 on: March 26, 2012, 09:40:00 PM »

Yeah, I do too... it would be pretty cool to make a raft and float down the river with it Cheesy but wouldn't that be mind boggling hard?
Logged
pspeed
Administrator
Hero Member
*****
Posts: 5613



View Profile
« Reply #6 on: March 27, 2012, 06:29:00 AM »

Yeah, I do too... it would be pretty cool to make a raft and float down the river with it Cheesy but wouldn't that be mind boggling hard?

Not necessarily.

In the current design, rivers are modeled as separate connections between bodies of water.  They are simpler versions of water falls (and in fact in the current design they are no different than waterfalls).  The links between the larger bodies of water have the information of the path.  This theoretically lets me know how fast a body of water is being filled and emptied as well as being able to let it drain if the feeding rivers are blocked, or cut off, etc.

If all of that is possible then the flow is easy to determine (though not necessarily easy to draw).

But even purely block water could have a current... after all, even minecraft has current.
Logged
Moonkey
Hero Member
*****
Posts: 1587

This is probably a picture.


View Profile
« Reply #7 on: March 27, 2012, 07:13:54 AM »

So what are you making? Real-time water or blocky/slow movement Minecraft water  Wink .
Logged

Mythruna: Don't you dare read any posts I made before 2014.
pspeed
Administrator
Hero Member
*****
Posts: 5613



View Profile
« Reply #8 on: March 27, 2012, 07:43:41 AM »

So what are you making? Real-time water or blocky/slow movement Minecraft water  Wink .

Somewhere in between.  I'm trying to generalize it to a sort of fluid dynamics... but for performance reasons, I'm doing block-style water for the bodies of water and fake fluid "pipes" for the connections between them.

We'll see if it actually works, though... things get weird when fluid pipes are close enough to become bodies.  But overall this method seems to simplify some things.

...generalized it should let me model smoke and spreading heat/fire, also.
Logged
Moonkey
Hero Member
*****
Posts: 1587

This is probably a picture.


View Profile
« Reply #9 on: March 27, 2012, 02:14:12 PM »

Steam engines and moar are possible then?! Steam punk YEA! *mines coal*... "Hmm..." *mines copper for pipes/boiler/steam release pipes*. "AHA!" *creates a furnace*... "Like a boss." *makes a steamboat* "Onwards we go into the deep abyss! Or is that submarines... O.o" *creates a submarine* "Onward we go into the REAL deep abyss! Cheesy!".
Logged

Mythruna: Don't you dare read any posts I made before 2014.
pspeed
Administrator
Hero Member
*****
Posts: 5613



View Profile
« Reply #10 on: March 27, 2012, 03:15:08 PM »

Steam engines and moar are possible then?! Steam punk YEA! *mines coal*... "Hmm..." *mines copper for pipes/boiler/steam release pipes*. "AHA!" *creates a furnace*... "Like a boss." *makes a steamboat* "Onwards we go into the deep abyss! Or is that submarines... O.o" *creates a submarine* "Onward we go into the REAL deep abyss! Cheesy!".

Medieval fantasy setting with a magic-oriented steam punk vibe is what I'm targeting... so yeah. Smiley
Logged
Moonkey
Hero Member
*****
Posts: 1587

This is probably a picture.


View Profile
« Reply #11 on: March 28, 2012, 12:44:02 PM »

Medieval fantasy setting with a magic-oriented steam punk vibe is what I'm targeting... so yeah. Smiley

:O You just blew my mind.
Logged

Mythruna: Don't you dare read any posts I made before 2014.
randomprofile
Global Moderator
Sr. Member
*****
Posts: 265


View Profile WWW
« Reply #12 on: March 28, 2012, 07:09:53 PM »

Well... so submarines SHOULD be possible to make?
Logged
pspeed
Administrator
Hero Member
*****
Posts: 5613



View Profile
« Reply #13 on: March 28, 2012, 09:32:26 PM »

Well... so submarines SHOULD be possible to make?

In theory.

The only problem I have so far (in design) with submarines and boats is that the surface of a body of water will still be drawn inside the boat.  A body of water doesn't deflect just because there is a boat in it (it would be pretty intense having to regenerate the geometry every time the boat moved) and I haven't quite thought of a solution that I like for masking the surface.
Logged
Moonkey
Hero Member
*****
Posts: 1587

This is probably a picture.


View Profile
« Reply #14 on: March 28, 2012, 11:46:06 PM »

Instead of making a submarine having many sides, make it square on the outside on your first test with a sub. Then give it more faces and round out some edges. Finally pick the best performance wise/good looking rounded out submarine for water to generate around for optimal performance. Remember to try it out with multiple submarines to get performance differences with how many sides the water has to generate while you are moving in water to see fps drops. Also if you opened the hatch in a sub under-water would it fill the inside and sink? That would be cool for pirate ship fights.
Logged

Mythruna: Don't you dare read any posts I made before 2014.
Pages: [1] 2
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!