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Searching for dynamic water waves to move rigidbodies

Discussion in 'General Discussion' started by CGPepper, Jan 25, 2017.

  1. CGPepper

    CGPepper

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    I am working on a 3D physics based game where 2 ducks are trying to push each other out of the water fountain by using water waves.

    Does anyone know a good asset that will help me to achieve interactive waves and ripples from multiple sources. Something with decent performance, ideally running on mobile devices.

    Ive found a thread where something recommended Mega-Fiers. It is pricey though, with no demo and the developers wont answer questions unless you buy the product. Which doesnt make me want to invest that amount of money blindly https://www.assetstore.unity3d.com/en/#!/content/644
     
    Last edited: Jan 25, 2017
  2. Kiwasi

    Kiwasi

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    3D or 2D? Take a look at Pond Wars, if it's something you like, we can work out something.
     
  3. CGPepper

    CGPepper

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    Oh yes, it has to be 3d
     
  4. Kiwasi

    Kiwasi

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    Got ya, my technique works in 3D, but only just. Won't cut it for mobiles, you'll need something more sophisticated.
     
  5. frosted

    frosted

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    go to asset store, type "water"
     
    theANMATOR2b likes this.
  6. CGPepper

    CGPepper

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    Thanks for that wonderful insight man,

    I've been searching for a few day there, but except Mega-Fiers i was not able to find an asset that allows to generate custom wave deformations from multiple sources, combined with mesh collision.

    But i'll keep searching. Next time i'll even try google
     
    Martin_H likes this.
  7. neginfinity

    neginfinity

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    Quick google search found this:
    https://developer.nvidia.com/waveworks
    https://developer.nvidia.com/flex

    However, you will need to bind it to unity by yourself via a native plugins and "contact us for licensing information" is not very inspiring.

    There's also "DirectX Compute Ocean demo".

    Basically, it is a complex topic, most likely without a ready to use asset.
     
  8. Kiwasi

    Kiwasi

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    One of the challanges of liquid simulation is its impossible to do everything in realtime. So you need to choose exactly what you want to simulate.

    In Pond Wars I was most concerned with the surface movement and wave propogation. So I ignored the bulk movement of the liquid. Other solutions focus on the appearance or flow patterns. Or interaction with solid objects. You get the idea.

    You'll likely have to define exactly what you want, and then build your own simulation.