I’m trying to find the best way to approach having the functionality of something like this:
More precisely i’m trying to have the flow of the wind, the flow of forces represented in my prototype, so that when my “player” gets in that flow it can be affected by the direction/strength of it.
Imagine a world map with wind flow twirling around (just like windy) and you have let’s say a little boat navigating it.
What i’m interested in figuring out is how to get the same kind of “vectors all flowing in a direction” and spiraling or even merging.
How would you guys go about it?
I’m not really looking into the visuals yet, really just the functionality of it.
Let’s say I have a 3d sphere (world) and there’s wind flow all around it, creating streams, merging, spiraling etc…
For simplicity sake I’m not even looking into procedurally creating that yet, let’s just assume it’d be hand placed.
I thought about 2 potential ways to go at it:
- Splines: create a bunch of splines and have a BP checking the closest point and the direction to the next point, returning a vector representing the wind direction.Which sounds simple but I have no idea how to handle merge/split or even end of splines.
- Vector Grid: I thought about a "vector fields"ish method where my world sphere would have a grid of vectors spread all around it and they get affected by a direction… how ? i have no idea.
Any thoughts on this would be very helpful