o3de / sig-graphics-audio

Documents and communications for the O3DE Graphics-Audio Special Interest Group
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Proposed RFC Feature =Water Gem/Infinite Ocean= #22

Open ghost opened 2 years ago

ghost commented 2 years ago

Originally in the Lumberyard engine there was an "Infinite Ocean" gem that could be piggy-backed on a game project making it possible to surround your terrain with water. The gem was very useful and provided a quick way to add water volume in the game environment. It is also one of the most important aspects of our game development for our studio.

We feel that continuing with O3DE would bring back those features where we left off in Lumberyard. However, in speaking to different representatives from AWS/O3DE development team we were informed to create an RFC with a proposal to bring back this feature that we feel is necessary.

The features we had in mind surrounding the Infinite Ocean/Water Gem are,

The old Lumberyard documentation is located here.

The old "Water" gem was located for example under, C:\Amazon\Lumberyard\1.28.0.0\dev\Gems\Water and is a code-based gem that has some integration to the editor,

I made an attempt to convert it over on my own but it refers to "OceanConstants.h" "OceanEnvironmentBus.h" and "I3DEngine.h". While the first two are a non-issue to bring over, the "I3DEngine.h" is referring in its turn to "CryThreadSafeRendererContainer.h" which has been disposed by the Core team, as Atom replaces modules in the engine. However, looking at the old code, it is just basic functionality and someone with Atom-engine knowledge should be able to nail this core-engine class conversion to suit Atom's needs.

Underwater Effects Video: Watch the video

ghost commented 2 years ago

@wintermute-motherbrain @superkitcath @chanmosq @forhalle @HeadClot

Converted old Water Gem/Infinite Ocean to RFC here

HeadClot commented 2 years ago

Oh neat! Thank you for converting it into an RFC :)

wintermute-motherbrain commented 2 years ago

sig-graphics-audio has accepted this RFC. @NiklasHenricson your team will likely lead the effort but the sig has guaranteed to provide support resources to provide assistance. We propose that we start with communication through discord to coordinate the effort and would encourage booking separate meetings specifically for this effort which sig members can attend. Meeting organization can also be coordinated via discord. @antonmic and @santorac are both interested in offering up guidance from the feature level.

ghost commented 2 years ago

sig-graphics-audio has accepted this RFC. @NiklasHenricson your team will likely lead the effort but the sig has guaranteed to provide support resources to provide assistance. We propose that we start with communication through discord to coordinate the effort and would encourage booking separate meetings specifically for this effort which sig members can attend. Meeting organization can also be coordinated via discord. @antonmic and @santorac are both interested in offering up guidance from the feature level.

Thank you and roger that. I'll break down the effort and estimate how long it'll take us to look into converting it.

tonybalandiuk commented 2 years ago

@NiklasHenricson mentioned this issue to me during the 22.05.0 retro (https://github.com/o3de/sig-release/issues/59) . Wanted to check in to see where this is at? could someone provide an update? Thanks

rgba16f commented 2 years ago

@NiklasHenricson It looks like the end of the discussion here you committed to investigating how long it would take you to convert the feature over to o3de?