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I imagine something as free form as water is would be very difficult to simulate.QHalo said:Wish they could be in better quality. 4 was impressive I must say, but in three the water on the wheel just looks.....eh. Unimpressed by that. Water that's displayed like that in general though, I've yet to see an engine that really does something of that nature well. Flowing water or falling water to clarify.
Oh I bet it is, but it seems like designers are making strides in lighting and movement...that just seems to be an area that I've never seen a stride in really. I mean the water in HL1 and the water in HL2 is significantly different yes, but like you said freeform water is probably very difficult to make. I'm not an engine designer or programmer/coder whatever. It was just an observation though, the engine does look pretty cool.Bane said:I imagine something as free form as water is would be very difficult to simulate.
I would like to see some of the calculations and code that goes into makeing even the simplest water effect. The day that someone does make water, act like real water in real time will be the day I have a new hero.QHalo said:Oh I bet it is, but it seems like designers are making strides in lighting and movement...that just seems to be an area that I've never seen a stride in really. I mean the water in HL1 and the water in HL2 is significantly different yes, but like you said freeform water is probably very difficult to make. I'm not an engine designer or programmer/coder whatever. It was just an observation though, the engine does look pretty cool.
QHalo said:All in all, cool stuff. Sadly though unless Unreal 3 does something innovative and fresh, it will fall to the wayside for me. I haven't even played HL2. I'm just not driven enough to even go buy it and play it.
bonkrowave said:I would really like to see water effects improve. The other night I was playing WoW, and I was underwater hunting crabs near the dock in ferralis. A boat passed by overhead, which was kinda cool, but I just thought to myself how much better it would be if there would have been a wake, and water disruption (bubbles) trailing the ship as it went by.
And the water in HL2 with relect all is very nice. Looking down on it anyway. If you are underneath the water looking up things do not distort as they should as the light passes through the waters surface.
Lord of Shadows said:There are pleanty of realtime physics demos that sport a simple water model, which have realtime deformation of a triangle soup type surface. I think a completely particle based water system that would splash etc is a bit too complicated for realtime.
IceWind said:There is no hope for you then my son.........
Metallica_Band said:Fire>H2O
Lamont said:Water is **really** difficult because it's such a dynamic object. It keeps it's volume while it can break appart, split, wrap around an object, ect...
This is how it's handled in a non-realtime environment. The feedback is realtime after the simulations are computed. Calculating millions of particles interactions with other particles and object surfaces is a little difficult
http://www.nextlimit.com/realflow/index.html
Realistic water is the Holy Grail for CG artist/programmers. On the film side, it looks REALLY nice, but it's still a ways off. On the game side, surface deformations are being handled via shaders and surface deformations...
T2 fluids were very hard to do at the time, but pretty easy now with the current generation of 3D software.
QHalo said:Wish they could be in better quality. 4 was impressive I must say, but in three the water on the wheel just looks.....eh. Unimpressed by that. Water that's displayed like that in general though, I've yet to see an engine that really does something of that nature well. Flowing water or falling water to clarify.
All in all, cool stuff. Sadly though unless Unreal 3 does something innovative and fresh, it will fall to the wayside for me. I haven't even played HL2. I'm just not driven enough to even go buy it and play it.
IceyMyst said:Well with that new Physics Processing Unit (PPU) that i've heard a little bit about, we might get the power to make flowing water well in the next few years.
I guess I just never realized how much the pinnacle of programming would be water. When you think about the dynamics of water and even fire, you get just a small glimpse on just how hard it is to mimic it.IceyMyst said:Well with that new Physics Processing Unit (PPU) that i've heard a little bit about, we might get the power to make flowing water well in the next few years.
chrisf6969 said:Dual core + dual threaded = 4 threads...a CPU will have 2 threads minimum from now on. And probably 4-8 in the next few years.
R!P13y said:I can not wait, can you preorder it yet?.......
chrisf6969 said:Why would you need a PPU when you're going to be able to just have a dedicated CPU thread to it in the near future. Dual core + dual threaded = 4 threads.
chrisf6969 said:Why would you need a PPU when you're going to be able to just have a dedicated CPU thread to it in the near future. Dual core + dual threaded = 4 threads.
All in the CPU with full memory bandwidth direct access to everything else, no special drivers, etc...
a PPU just doesnt make sense when your big bandwidth PCIe x16 is already dedicated to graphics and a CPU will have 2 threads minimum from now on. And probably 4-8 in the next few years.
Lord of Shadows said:What the heck are you talking about?
QHalo said:I guess I just never realized how much the pinnacle of programming would be water. When you think about the dynamics of water and even fire, you get just a small glimpse on just how hard it is to mimic it.
Any more info on the PPU? Sounds interesting.