I am able to create still bodies of water with the Material API, and even simulate waves with oceans.
I generated a height map that has a river that starts on a mountain and is supposed to run across the entire terrain. It has curves and divisions, just like a normal river. My question is, how can I create a flowing river, that has a current and that splashes on the curves, like it should be.
I found no examples about this on the playground, and could not find anything by searching on the internet also.
The particles definitely solves the splash efects part of the problem, but about the river itself, let me explain a bit more.
Let’s say I have a 1000x1000 map. At point 0,0 there is a mountain where the river starts, and runs down the mountain and across the map, ending in point 1000,1000.
From the examples, I was only able to spawn big blocks of water, not customized ones. Is there a way to have a infinity source of water at 0,0 that just spurts water to the riverway, and let gravity do it’s job?
I hope I am being clear enough, and sorry if this inquiry does not fit the website.
It will take some research then. Look up how to do a pingpong texture buffer simulation. And then do one that calculates the principal’s of water. You will still need to figure out a method for rendering it (raymarch).
If this is what you want to do you got a long road but I can help when available.
I will definitely take a deeper look at it, but from your talk, it seems really complicated, and I don’t really want to get stuck at this while I could be working at other parts of the game. Do you have any other options to suggest, since you seemed to understand exactly what I need?
The player is supposed to spawn on the map and clear all the monsters on it, so the rivers is more of a visual thing. But I would really appreciate if, in the case of falling on the river, the player had to struggle a bit to get off because of the current
How is this arcady style? I am pretty newbie to making games in general, and this is the first time I try using water
just use a plane or something that has an animated water texture on it going in your flow direction, and then a hitbox that the player can’t see in the areas they might cross it where if they are in the box it pulls on their direction.