Originally posted by Yoyomike
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It's development was stopped a long time ago, it may have been updated for later engine versions but it was never "ready" in the first place.
Someone would need to put in a lot of effort to improve it (I have tried, and failed

I have recently discovered that there are some ridiculously simple algorithms out there for making interactive water surfaces that work surprising well (and fast!).
The cool part is that it can work even with a few lines of code! it's almost like magic.
For example, MullerGDC2008 can be as simple as this:
The problem with these kind of fluid simulations however is that they are a little too frame-rate dependent so it's nearly impossible (or not easy) to sync them in networked applications.
For example, FFT and gerstner waves can be simulated for any arbitrary time value that will give the exact same result each time, which means you can simulate 86355131 frames ahead if you need to but this kind of fluid simulations are very different.. a simulation at 30fps will be 2 times slower than a simulation at 60fps for example.
But for single player it can work well including buoyancy. Or as a rendering-only feature in multiplayer (no buoyancy, not accurately synced).
I'm implementing something like this that will compliment the FFT simulation, I should have something demo-able soon.
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