Dynamic physical ocean

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Nothing sophisticated, I use a very inaccurate approximation by placing points around the hull of the ship. I then apply buoyancy at each point by dividing the mass/displacement evenly across all points. Right now it give decent non-realistic results. I plan on improving the calculation in the future.

I have not heard of crossed tension dots, what is it?
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I mean the same approach - dots around the object. It’s common way, but not the best results, because it doesn’t count real archimedes force influence. I’ve used volumetric approach on Unity, and I think I should find time to move the trick to UE4 :slight_smile: