verdesgabika / vdrift-ogre

Automatically exported from code.google.com/p/vdrift-ogre
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Water, Mud #15

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Implementing water (and later mud) box areas., Inserted, moved and scaled in 
editor.
Can have many at different level for eg. puddles or one big for ocean.
Already saw great water implementation in bullet demos (HfFluidDemo). Only it 
requires to change world and other initial structures in code and don't know 
how this would affect performance.
Rendered as flat surface, no interaction or waves now (but can have it from 
bullet, see demo).
Need to write some nice shader, (reflection fresnel and simple refraction) with 
2 moving fine normal maps (per pixel specular). Maybe some Gui setting to use 
the car cube map or render one reflection map separately.

Original issue reported on code.google.com by Cry...@gmail.com on 21 Mar 2011 at 8:06

GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago
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GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 7 Apr 2011 at 5:39

GoogleCodeExporter commented 8 years ago
About reflection map, i think its best to render a seperate map, but only a 
static one (i.e. it is rendered 1 time when game starts)

Original comment by scrawl...@gmail.com on 8 Apr 2011 at 7:47

GoogleCodeExporter commented 8 years ago
Okay checking bullet HfFluidDemo showed that it has wrong gravity axis which 
can't be changed, has too less parameters, and requires massive code changes to 
put it into game.
That's why I'm planning to adopt a nice buoyancy from "Exact Buoyancy for 
Polyhedra by Erin Catto" http://code.google.com/p/box2d/downloads/list.

Original comment by Cry...@gmail.com on 31 Jul 2011 at 3:47

GoogleCodeExporter commented 8 years ago
Already successfully integrated this buoyancy code with game,
and started first version of water shader (per pixel specular with sum of 4 
moving normal maps).
Still a lot to do.

Original comment by Cry...@gmail.com on 31 Aug 2011 at 6:54

GoogleCodeExporter commented 8 years ago
Water material now with sky reflection and fresnel.

Original comment by Cry...@gmail.com on 4 Sep 2011 at 6:10

GoogleCodeExporter commented 8 years ago
I will take care of the physics side of this. I need wheels in fluid detection 
and their depth still, then particles and sounds from it.

If someone wants to take care of materials go ahead.
We need:
1. water refraction (screen effect)
2. foam or alpha near shore (also needs depth)
3. depth fog (if we have the depth rendered)
4. underwater effect (fog (and distortion), for the part of viewport that is 
underwater)
5. water caustics on terrain, below water
6. true reflection from 2D screen (not that badly needed but would be good 
addition to the only sky (but 3D) reflection.
7. there is a small bug with a black line at sky in current reflection.

Of course all those need to have params and settings in GUI. These materials 
need to have few versions (low,medium,high,ultra). The current one is probably 
medium.
Maybe even shader code generation in cpp code.

Original comment by Cry...@gmail.com on 16 Oct 2011 at 7:45

GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 21 Oct 2011 at 3:35

GoogleCodeExporter commented 8 years ago
Mud is here now, not finished yet but car dynamics has all what it needed for 
it (wheel triggers and some physics to let car move when in mud).
Also fluids.xml has materials with all params for water/mud now.
Badly needs particles, sounds and placement in editor now.

Original comment by Cry...@gmail.com on 29 Oct 2011 at 7:30

GoogleCodeExporter commented 8 years ago
Editor is now capable of editing fluids (box areas), with few things missing.

Original comment by Cry...@gmail.com on 31 Oct 2011 at 7:13

GoogleCodeExporter commented 8 years ago
First particles are here, water and mud (dark).

Original comment by Cry...@gmail.com on 31 Oct 2011 at 11:10

GoogleCodeExporter commented 8 years ago
I've split Comment#10 to Issue#99, it's the graphics side of water.
This issue is for gameplay.

Original comment by Cry...@gmail.com on 1 Nov 2011 at 10:00

GoogleCodeExporter commented 8 years ago
Mud is finished, we have already tracks with it.
Particles are ok. Now only need sounds.

Original comment by Cry...@gmail.com on 8 Nov 2011 at 9:47

GoogleCodeExporter commented 8 years ago

Original comment by Cry...@gmail.com on 17 Dec 2011 at 8:46

GoogleCodeExporter commented 8 years ago
Hit sounds are done now. Will try to add some continuous sounds.
It's a sound issue now so I'm closing this.

Original comment by Cry...@gmail.com on 17 Dec 2011 at 8:49