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If we compare to legacy Lumberyard, there was a Water Gem.
The entity/component system design promotes the re-use of modular components, so for example most things that are defined by a volume use some variation of box or other existing shape components. Likely some portions of rendering can be shared, for example underwater volumetric lighting (like light shafts) may possibly share some generalize volumetric rendering code. And of course water will have touch points with other systems:
There are probably others not listed, this is just an general overview of the scope of work that generally comes along with water. Ocean is another type of water, it probably has it's own concerns and specialized needs but there is likely some overlap. |
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Thank you guys. It is really awesome to see this as an ongoing development, especially for us who have lots of water-based type of game development (ship battles, combats, etc) |
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@AMZN-Liv @HogJonny-AMZN any news in regards to the infinite ocean/water gem and where in the pipeline it is? |
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Is your feature related to a problem? Please describe
The current process for creating water effects in O3DE is to rely on animated meshes or use shaders. Without a built-in water authoring tool, it is challenging to create realistic water effects that interact with other objects naturally.
Describe the solution you'd like
A centralized system, perhaps as part of the terrain editor, for authoring volumetric water effects in-editor. Ideally, this solution would also support infinite ocean water effects as well.
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