Summary: I am looking at creating a large(ish) ocean which multiple ships will be present in doing their own thing. I want the ocean to be a life like as possible but without compromising too much on rendering speeds.
A Little more detail: I am using Unity to create the game in and ultimately I will need to be able to release the game as a web player to there lies my limitations of the water simulation.
For the actual simulation of the ocean I will need it to be able to react to the ships movement and vice-versa. The end product of the simulation I want to be able to look like this simulation of a ship in water (if possible) to be done efficiently. http://youtu.be/H4ACKAUU3O0?t=3m51s
I have started reading up on other information and looked at the other similar questions to mine:
1) Water/Ocean simulation and physics
- I have read this question fully, am looking at not using wind as said in this question but will use this as a reference when creating the final product. (I would like to add to the information from that question with the answers on this question.)
2) Resources of realistic water simulation?
- I have started going through the tutorials that the answer linked to and so far they seem good but do not look like they will answer my question.
The water will have splashes in reaction to the objects in the water (particle effects I believe) and small waves will come off the objects in the water e.g. ripples. Also if you are a smart cookie that wants to be awesome you should include in your answer about putting a shader on the water.
Also since the ships will be moving all at independent speeds and traveling through the sea, for efficiency I don't want to just make the water massive so is there a way to only render/simulate the water within a certain radius from each of the ships?
What I am looking for in an answer:
- I would like to know the what tricks for making this type of simulation light-weight can be used for these types of water simulations and specifically in unity.
- What limitations will I encounter when creating this and why they are limitations
- The basic work flow of creating something like this step by step. (e.g. step 1: to make the object that will be in the water)
- Are there any open source projects for these types of simulations?