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AppGameKit Classic Chat / Community Environment Snippes (like water, gras, mountains, trees, clouds ...)

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Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 23rd Jul 2018 17:23
Hello App Game Kit fans,

I saw this video


And was wondereing, if we have already a bunch of great water functions or water implementations.

I saw this thread, but it's two years old and maybe some technique evolved and also some effects are only using shaders, but for performance it could be interesting, to have also some, which are not rely them.
https://forum.thegamecreators.com/thread/216713

But using "CreateObjectFromHeightMap" over and over again would be also very slow, I guess. So maybe vertex manipulation would be needed.
Santman
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Joined: 15th Sep 2011
Location: Inverness
Posted: 23rd Jul 2018 19:22
You'll still hit a bottle neck in agk. You can manipulate vertices using a memblock, but then you have to set the mesh back. You could quite easily do it on a fast machine with a simple mesh, but it would be far quicker to do the manipulation in a shader. This comes with its own issues though.....the shader only alters the display, not the mesh. So one thing I know doesn't get affected by this is the shadow shader, but there's probably other collision issues too as agk doesn't know what the shader has done to the mesh.
Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 25th Jul 2018 16:04
If you're just going for looks, a shader is definitely the way to go. Only reason I'd see a need to manipulate vertices is if the game takes place on the water itself and is a part of the interactive game landscape.
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janbo
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Joined: 10th Nov 2008
Location: Germany
Posted: 25th Jul 2018 17:51 Edited at: 25th Jul 2018 17:56
As Phaelax says... but if you don't need the whole mesh you could still calculate the intersection points of the water yourself, like I try with my Ocean shader
A mesh collision is also just a tricky intersection calculation.
And with intersecion calculation, I actually mean the wave curve formular.
Xaby
FPSC Reloaded TGC Backer
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Joined: 17th Apr 2007
Location: Berlin
Posted: 5th Aug 2018 16:45
DF Digital Foundry / DF Retro

shows some impressiv water effects from 2001+ game cube, xbox classic and so on and more important also talk about how this was achieved.
So maybe we could let us inspire by old games effects.

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