Yet, gameplay here is not our topic, let's focus on Virtual Surfing waves: they look perfect with a good shader making the ocean beautiful. The game looks visually great but according to the reviews the surfing feel is not realistic enough. ![]() I will try to get the vertices from a gerstner ocean then apply the Attractor modifier from Mega-Fiers if it works.Ĭlick to expand.I know the game, I forgot to mention it in the first post. In addition to that there is the Physics part which is even more costly in performance. I know the Gerstner wave model and successfully re-done it with Shader but this is the the "growing" wave moment, collapsing (or breaking) moment is the tough part to represent within Unity (Blender doesn't allow very flexible parametric wave except if you create several copies with slight changes). ![]() I tested some mathematical approaches by changing the mesh on Update(), but it is very performance costly and I would like to run severals wave at a time like what you can see at Snapper Rocks Autralia or Puerta Chicama in Peru as shown below (maybe with less waves): If you haven't written much code for dynamically changing meshes at runtime before, and/or haven't done much work with turning math functions into in-game movements, then this could take you many weeks to implement, but it's mostly about going slowly and testing as you go.Ĭlick to expand.I think we saw the same documents from the web, I gathered a dozen of them with different approaches (most of them are extracted from theses about breaking wave modeling), the best I found is the one from Siggraph 2007 with the Surf's Up movie. but to add the breaking behavior, you might need to re-implement gerstner yourself. The hardest part for me was mathematically modelling basic waves (there's a LOT of tutorials for how to do this for games, using Gerstner waves to make meshes), which Unity has built-in (some of the included shaders have functions you can use that automatically make gerstner waves). There's a couple of different mathematical models, with different levels of accuracy, but they all looked reasonably simple to implement. It's a bit of work - you need to mathematically model the waves, and then add breaking-behavior, and finally you need to update your mesh each frame to use the values from your mathematical model - but each step is quite small. When you're only doing one wave at a time (as in surf games), then the physics of breaking waves isn't complex (I was recently reseaching waves for a project, and although I didn't need/want breaking waves, I found a few free research papers on the web that went into details of breaking-waves). Still, I found out an very interesting asset which might do exactly what I want: Mega-Fiers ![]() I find out several way to render the ocean but very few to have some breaking wave look:Ĭoncerning shader, I have already seen some interesting free ones like: BUT, I am facing a big issue with how to render a real looking wave from its growth until it breaks into foam.
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