Guest Red Ocktober Posted June 27, 2011 Share Posted June 27, 2011 well... just about... i've still got a few stray vertices running around here and there, but the displaced ocean waves now are more than just a patch... they're all over the place... i've applied a treadmill 3x3 grid movement algorithm and got an infinite ocean working in Leadwerks 2.26... should also work in 2.31, but since i can't seem to get to the waterpatch in 2.43, looks like a no go for the latest version... --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted June 27, 2011 Share Posted June 27, 2011 I could make a special LE 2.43 version which adds access to the waterplane. According to Josh I am allowed to do that and put it in the member downloads. Meanwhile I am also playing around with a 3D verlet based water for LE2, but it won't look as good as your 3D water, because everything will be big OpenGL points, but it will perhaps be more dynamic, so you can make a game like where Moses splits the ocean Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Flexman Posted June 28, 2011 Share Posted June 28, 2011 Red Ocktober. Well done, that works brilliantly. I hope Metatron (always makes me think of Zone of the Enders) can help you update it, that would be a really nice thing to do. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Pixel Perfect Posted June 28, 2011 Share Posted June 28, 2011 That looks great! Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted June 29, 2011 Share Posted June 29, 2011 thanks guys... yeah, having access to the 2.43s renderer.waterpatch would be great... --Mike Quote Link to comment Share on other sites More sharing options...
Canardia Posted June 29, 2011 Share Posted June 29, 2011 I just finished the first phase of my verlet water test. First I tried it with BlitzMax (since got the source code as BlitzMax code), then I tried it as C++ version, and finally as Fortran version. Performance results will follow. So far it's only 2D, but the ascension to 3D should be trivial, as I read on some plasma physics article ( http://www.plasmaphysics.org.uk/collision3d.htm ) that verlet forces and collisions happen individually per dimension. Furthermore, I found out that OpenGL can draw big round pixels using hardware acceleration and additive alpha blending ( http://www.opengl.org/resources/code/samples/mjktips/particles/index.html ), this is one way to make very fast rendering of a lot of particles. Now I can see if I can make a custom version of LE 2.43 which has 2 additional commands: mesh=GetWaterMesh() and SetWaterMesh(mesh), but first I have to finish a forum software for Fortran 2008 first. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
macklebee Posted June 30, 2011 Share Posted June 30, 2011 Mike, you can still access the waterpatch in LE 2.43 with Framework in bmax and lua. fw.renderer.waterpatch but it requires the waterplane to be rendered at least one time (ie. fw.Render() ) before you can access it. btw, that looks extremely nice Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted June 30, 2011 Share Posted June 30, 2011 Mike, you can still access the waterpatch in LE 2.43 with Framework in bmax and lua. fw.renderer.waterpatch but it requires the waterplane to be rendered at least one time (ie. fw.Render() ) before you can access it. btw, that looks extremely nice hhhhmmmmmmmmmm... well i'll be lemme take a look at that... thx Mack... --Mike Quote Link to comment Share on other sites More sharing options...
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