Skip to main content
GameDev.net gamedev.net
🔒 Locked

Water

Started by OleKaiwalker Jul 22, 2003 at 6:24 AM 1 replies 400+ views
Original Post
OleKaiwalker
OleKaiwalker
Hey, When one is planning on doing a 3D-engine - what would the best way of doing water be? bezier patchs? bump-mapping? a normal 2D-grid with changing height values? or what do you say? And games running on the quake engine, how do they do water?
Wildfire
Wildfire
quote:

When one is planning on doing a 3D-engine - what would the best way of doing water be?


That depends completely on what you are trying to do with the water. Is it a background object? Can the player interact with it? How physically correct does it have to be? Etc. etc.

quote:

And games running on the quake engine, how do they do water?


Animated textures mostly. I think HalfLife (Running of Quake2 Engine) also moved the water surface slightly (Which might be the 2D grid you''re talking about).
I really liked the Unreal way of doing water. Animated textures for the water + animated textures for the geometry around simulating reflection. But again, what are you trying to achieve with your water? How realistic shall it be?
How do I set my laser printer n stun? o
OleKaiwalker
OleKaiwalker
First I want to thank you for your answer... :D

Since I''m going to make reflections in the water, it would be nice with some differences in the heights...

But when you say animated textures what do you mean? preanimated textures or textures where the texture matrix is changed??



Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.