The
Heart of Darkness A game engine must do a good job on everything, and a great job on something. The focus of this game is water - the look of water and the feel. We’ll portray the many moods of deep water, by careful simulation of the surface. Modeling An accurate, detailed and subtle surface model for good looks and a great ride Seas A detailed ocean surface will be modeled on demand by a high speed waveform generator. It will model complex conditions - such as a windy day on the Gulf Stream: five foot seas covered with a rough chop.
Wakes A series of V’s will be pre-modeled or procedurally generated to represent the wakes of different boats at different speeds. Simply summing wake data into the sea patch should give fine water surfaces. Hard Stuff Rocks, docks, beaches and such will emerge from the water. Some of these are simple (pilings in the water) and others require special code and data models (breakers on the beach). Subsurface When needed, texture maps will probably suffice to model seaweed and sand and other undersea junk. Transparency: The water is very clear in the Caribbean and Biscayne Bay. Some daytime shots will let us fly on a surface of glassy reflections over the sand dunes and beds of kelp. Reflectance:
Inspiration: 33% Siggraph - 33% Beach Art - 33% The Real Carribbean (Big Fun trip necessary) |
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