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Real time water in UDK

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DreadStunLock:
Oh god...Source Code?

Tidenburg:
Apart from games that revolve around the concept of water (i.e hydrophobia and the like) I can't see why you'd ever waste the power to simulate water real-time in, say, a shooter. Using pre-animated is surely always the best way to go, right?

DreadStunLock:

--- Quote from: Tidenburg on July 23, 2011, 10:46:51 PM ---Apart from games that revolve around the concept of water (i.e hydrophobia and the like) I can't see why you'd ever waste the power to simulate water real-time in, say, a shooter. Using pre-animated is surely always the best way to go, right?

--- End quote ---

I go for quality, as well as I want to know how to do it as well just for the sake of knowing, also it could make my work so much easier knowing this stuff, because most of the time the water will just flow where I want it to, without having to do much. I guess. I don't know how it works yet.

Farley4Fan:
Even Crysis where the water is the best I've ever seen (even better than real water!) isn't simulated real time.  If you want real time water you have to settle for some jell0-like looking water from what I've seen.

DreadStunLock:

--- Quote from: Farley4Fan on July 23, 2011, 11:12:48 PM ---Even Crysis where the water is the best I've ever seen (even better than real water!) isn't simulated real time.  If you want real time water you have to settle for some jell0-like looking water from what I've seen.

--- End quote ---

Doesn't matter what I have to use, I just want to be able to make it so where the water spawns, it goes everywhere real time, splashes in the right areas like in real life and etc.

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