Just another one of those projects that got me curious and had to code it to see if it’d work.
Using the water shader from the last project - it looks pretty good
Buoyancy testing
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Nice! Did you attach a constraint at the bottom of each object?
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No, no constraint of any kind. Just applied Archimedes’ Principle and his buoyant force eqn.
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Great! I had this thing on the back of my mind for so long! Never found the occasion to build it. Glad to see it can be done in urho!
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created a repo, link on top of the page.
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Cool stuff as usual, although I must say the water looks more like jello here :laugh:
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updated repo: changed under water reflection and added smooth cam.
I think that’s the last of the updates, although, I found Rasterson’s underwater shader while googling under water distortion and that maybe a cool thing to add in the future.
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nice share codes … God Bless You
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Please add underwater stuff, that will help me understand how to do underwater location transition
(i.e. getting and exiting water and diving and moving under).
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Only check required is:
if (waterBbox_.IsInside(cameraNode_->GetPosition()))
which checks to see if the cam is inside the water’s bbox.
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This is awesome, playing around with it is cool as well. Great Work
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Glad you’re enjoying it
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This is awesome! Great work!
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Wow, thank you so much for sharing this! This is so awesome! I can learn so much from this!