After some time playing with the several oceans available, the community one, the VaOcean plugin abandoned ages ago, the available oceans in the MP and the water solutions aswel (yes, I bought all of them), I realized none attend what I need in terms of performance and visual/features. I mean, from all the community one is the most beautiful and with more features, but making all necessary changes for my project is a nightmare. So, after expending that much, one thing that I learned as the most important things:
Feature / Roadmap list:
- FFT - the best shapes, fast simulation since it can be achieved out of GPU if you want -** done**
- Underwater fog, distortion, wet lens, refraction, caustics, god rays following caustics, SSS - done
- Buoyancy - done
- Masking objects inside water (any amount of them) - done
- Masking objects floating, like bottom of boats or anything else - done
- shoreline - done
- dynamic wetness at shore - done
- water physics - in progress
- wakes for objects with surface disturbance (ripples and trails) based on volume x mass - in progress
- splashes when objects collides with surface - in progress
- foam where it should exist - foam on waves - done
- streaks - in progress
- crashing waves at shore, following the coast - in progress
- waves influence by terrain and winds, being winds changed after terrain obstacles - in progress
- waves pointing to an attractor (like all waves converging to an island shore) - in progress
- Ocean visible on editor - done
- Infinite Ocean (you can turn-off and apply on a plane area). - done
- feature switches (including ray tracing features only) - in progress
- Multiplayer support (you can shoot a distant enemy on top of a wave and you will surely hit !) - paused
- Huge waves with tubes, allowing water sport games! - paused
- presets for color based on world locations - paused
- C++ plugin that is fully supported by blueprint only projects - in progress
- up to now, there is no blueprint only version in development, but we are always with an eye opened for this, in case we figure a good way on doing it
I have grabbed all papers available from the Internet, about FFT implementations, and as that math level Im not working since I have graduated as Engineer (which I exchanged by Computer Science later), I will have to grab some old books and do a bit of update on my memory, studying that part.
It will be a plugin to get the benefit on doing the simulation on CPU, but it can be exchanged for GPU as a setting, so a game implemented can benefit from high core count or higher GPU models. It will be available for all platforms, but I guess mobile is not feasible… it will be a secondary study after the product is ready.
Are anyone interested into this and that thinks any feature is missing?
ETA is March/April 2019, likely to be released after UE 4.23.