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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undefined aeva@mastodon.gamedev.place shared this topic
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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 ๐ Just some subpixel stuff to be sorted out... quantizing a varying is hard.
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undefined oblomov@sociale.network shared this topic