Skip to main content
updated link
Source Link
Nathan Reed
  • 33.7k
  • 3
  • 92
  • 115

One issue you'll run into is that the mesh is camera-relative, so you'll get a "swimming" effect as you move and pan the camera around, as the topology of the mesh sweeps over the underlying heightfield data. This can be a distracting visual artifact. However if you can minimize that, it could be a good approach. It's reminiscent of what CryEngine 2 did for water, as described in this articlethis article.

One issue you'll run into is that the mesh is camera-relative, so you'll get a "swimming" effect as you move and pan the camera around, as the topology of the mesh sweeps over the underlying heightfield data. This can be a distracting visual artifact. However if you can minimize that, it could be a good approach. It's reminiscent of what CryEngine 2 did for water, as described in this article.

One issue you'll run into is that the mesh is camera-relative, so you'll get a "swimming" effect as you move and pan the camera around, as the topology of the mesh sweeps over the underlying heightfield data. This can be a distracting visual artifact. However if you can minimize that, it could be a good approach. It's reminiscent of what CryEngine 2 did for water, as described in this article.

add reference to CryEngine water
Source Link
Nathan Reed
  • 33.7k
  • 3
  • 92
  • 115

One issue you'll run into is that the mesh is camera-relative, so you'll get a "swimming" effect as you move and pan the camera around, as the topology of the mesh sweeps over the underlying heightfield data. This can be a distracting visual artifact. However if you can minimize that, it could be a good approach. It's reminiscent of what CryEngine 2 did for water, as described in this article.

One issue you'll run into is that the mesh is camera-relative, so you'll get a "swimming" effect as you move and pan the camera around, as the topology of the mesh sweeps over the underlying heightfield data. This can be a distracting visual artifact.

One issue you'll run into is that the mesh is camera-relative, so you'll get a "swimming" effect as you move and pan the camera around, as the topology of the mesh sweeps over the underlying heightfield data. This can be a distracting visual artifact. However if you can minimize that, it could be a good approach. It's reminiscent of what CryEngine 2 did for water, as described in this article.

Source Link
Nathan Reed
  • 33.7k
  • 3
  • 92
  • 115

One issue you'll run into is that the mesh is camera-relative, so you'll get a "swimming" effect as you move and pan the camera around, as the topology of the mesh sweeps over the underlying heightfield data. This can be a distracting visual artifact.