

Real Time(not baked) - Allows for more randomness and different areas to have different wave parametersīones displaced on all axes using summed gertsner wavesĬompletely synced to the server other clients using 's synced clock methodīoth server and clients have a fast wave height lookup function at any given Vector2(to do things like objects bobbing in the water, underwater camera effects, etc.) - Uses an octree like system to get the bone polygons nearest to your camera then does some math to determine height based on that Optimized(scales bone update distance to stay under 2ms per frame) Some cool features/information about the water: Doing this correctly allows us to keep it optimized and scale on lower end devices, while keeping the illusion that the water is endless by fading seamlessly into larger, flat planes(bones near the update borders interpolate smoothly to be flat near the edges) - Flat planes are textured the same as the bone planes It would also be cool if the splash can be affected by wind, light, etc.Inspired by how games such as Sea of Thieves do their water, water is all real time and deterministic, but is only updated/rendered within the camera’s viewing frustum and a set distance.

Thanks for your reply! This isn’t really what I’m looking for, but I should be more clear. I want to make it as realistic as possible, and it would be good to have it splash and pool on the floor. like this cloth simulation vid: My ROBLOX cloth simulation - YouTube or Cloth simulation in Roblox - YouTube It would also be cool if the splash can be affected by wind, light, etc.I also want this to be as realistic as possible, so it looks like the blood from the gif in the description (Mordhau) or a game like Cyberpunk 2077.There is also the problem of the splatter hitting a humanoid, floating in midair, or some of it hanging off into empty air.I’m looking for how to create realistic effects and details on how (like if your suggestion is particles, I’m looking for details on the emitter, like the texture, rate, lifetime, etc.).I’ve tried to use raycasting and particle emitters to create splashing effects, but its not really realistic, as the particles don’t really look like a splash of liquid, and the raycasting doesn’t match up with the water particles (particles hit the floor after the raycast hits the floor or vice versa).
