I am seeking to create water for use in my game environment. Specifically an ocean that surrounds an island.
The ocean does not need to be swimmable - although I do need to be able to sail a boat on it for the approach to the island.
The sea needs to be fairly choppy, and should look awesome when it hits the coast - but I have no idea how to do this - anyone know of any tutorials or have any pointers?
Take a look at the water sample from the marketplace -> learn tab. There you can see how to create a basic water. From that you can build up your own advanced one -> e.g with tessellation,…
In the video, the objects used to represent the water are the size of the entire mesh that it will be near - in my case, I am using a 15km * 15km terrain. Should I use one big piece of geometry for the water for the whole level? or for each coast or what?
My worry is that there would be water rendered that is a waste of resources under the terrain for kilometers and kilometers? no?
0_o I know that size is 20km x 20km, but are you sure you need such huge terrain in a single chunk?
There is world composition system that allows to divide your “world” map into lesser cells, like in TES