GokUsama
Member
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Sea/Water optimization suggestion needed
Hello,
So I had a question regarding the water optimization for a big map. What would be the best way to add sea around the terrain?
I could just add a massive water square below terrain level which would do the trick, but would that have any impact on the game's overall performance?
thanks in advance
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11-09-2020 03:09 PM |
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Esenthel
Administrator
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RE: Sea/Water optimization suggestion needed
Why not use Ocean?
Water.draw=true;
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11-09-2020 03:12 PM |
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GokUsama
Member
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RE: Sea/Water optimization suggestion needed
:o Didn't even realize... Thanks! and how can we implement beach "wave" effect on beach areas?
(This post was last modified: 11-09-2020 03:41 PM by GokUsama.)
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11-09-2020 03:40 PM |
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Dwight
Member
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RE: Sea/Water optimization suggestion needed
(11-09-2020 03:40 PM)GokUsama Wrote: :o Didn't even realize... Thanks! and how can we implement beach "wave" effect on beach areas?
Do you mean foam around the land? You should have a look at the water shader! There's a few excellent ocean shaders on the web that you can implement with Esenthel!
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11-09-2020 05:57 PM |
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GokUsama
Member
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RE: Sea/Water optimization suggestion needed
Ah ok, thanks and yeah I noticed your project has them did you also get them same way?
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11-09-2020 09:52 PM |
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Dwight
Member
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RE: Sea/Water optimization suggestion needed
(11-09-2020 09:52 PM)GokUsama Wrote: Ah ok, thanks and yeah I noticed your project has them did you also get them same way?
I only used the standard EE options to get my ocean, without editing the shader. I do not have foam (yet).
For reference:
oceanColorMap and oceanBumpMap are of class ImagePtr.
Code:
//======================================================================================
// Ocean Class Methods
//======================================================================================
void oceanInit()
{
oceanColorMap = UID(2291834351, 1271046857, 1883521466, 3490944319);
oceanBumpMap = UID(885474919, 1081889234, 3922876086, 2801080255);
Water.draw = true;
Water.plane.set(Vec(0, -0.2f, 0),Vec(0, -2.2f, 0));
Water.colorMap(oceanColorMap);
Water.reflection_allow = true;
Water.bumpMap(oceanBumpMap);
Water.color.set(0.02f, 0.12f, 0.15f);
Water.smooth = 3.9f;
Water.reflect = 0.1f;
Water.normal = 2.0f;
Water.wave_scale = 0.8f; //
Water.scale_color = 0.01f;
Water.scale_normal = 0.01f;
Water.scale_bump = 0.05f;
Water.density = 0.226f;
Water.refract = 0.256f;
Water.validate();
}
void oceanDel()
{
Water.draw = false;
oceanColorMap = null;
oceanBumpMap = null;
}
//======================================================================================
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11-10-2020 08:28 AM |
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