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Posts posted by aaver
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the plugin currently just moves the cps.
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yes the gridded look worries me too
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Marcel, do you think it would be possible to, in addition to moving cp:s, also create a bump (or even displacement) map movie. I think that would get rid of the gridded look.
The procedure would be something like: Low frequency data for moving cp:s, Medium frequency data for displacement maps and high frequency data for bump maps.
I've not studied the SDK enough to know if this is even possible, but I guess you have and since you haven't used that approach it probably isn't.
While on the subject, what is your approach for simulating water in this plug-in? Is it a simplified solver for the two-dimensional wave equations or maybe even the shallow-water equations? If so, are you planning to include fluid parameters such as density and viscosity? Also, are you planing to let the bottom topography have any influence on the fluid movement.
Of course I realise these "improvements" will not be available in the first version. I'm only curious of what future plans you might have for this much longed-for plug-in.
/Anders
Water Simulation Plugin
in (2003-2004)
Posted
With all due respect, I believe both bump and displacement maps will help to eliminate the "grided look".
In order to have high resolution maps you also have to simulate for that higher resolution, however. This shouldn't be too big a problem in 2D though.
This sounds like a finite difference solver for the 2D wave equation. This yields a decent approximation for infinite depth water, but I think it should be possible to approximate topography by depth dependent damping factors for each cell.
That sounds promising. Do you have any ideas, as of now, on what method such a generic fluid solver would be based on? Since you have been in contact with Martin on this subject, maybe you have already discussed such details. I'm just curious, you know![;)](https://www.hash.com/forums/uploads/emoticons/minecraft_wink.png)
/Anders