Kick Ass Water Effects!

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
Post Reply

Does OGRE have superior water effects?

Poll ended at Thu Aug 21, 2003 9:33 pm

Yes. I havent seen this done better before!
9
39%
Naaah, there's many apps out there that do it better.
1
4%
Not bad, but nothing to get excited about.
9
39%
Dunno...I just like to vote on polls...
4
17%
 
Total votes: 23

User avatar
SpannerMan
Gold Sponsor
Gold Sponsor
Posts: 446
Joined: Fri May 02, 2003 10:05 am
Location: UK
Contact:

Kick Ass Water Effects!

Post by SpannerMan » Fri Aug 01, 2003 9:33 pm

Ive just seen the new water samples running. Wow! That's just really, really cool :o

The screenies dont do it justice. I don't think I have seen many commercial games with better water effects than these...
0 x

Golthar
Gnoblar
Posts: 1
Joined: Mon Jun 23, 2003 9:33 am
Location: Dordrecht, The Netherlands

Post by Golthar » Sat Aug 02, 2003 12:06 am

Yes, the water looks great :)
Just wait until there is more support for CG and shaders in general *drooling smiley*
0 x

User avatar
eru
Gnoblar
Posts: 13
Joined: Wed Jan 15, 2003 1:40 pm
Location: Amsterdam, NL

Post by eru » Mon Aug 04, 2003 9:58 am

As an author i will only say this water would rule like maybe 5 years ago. Now, with shaders on all modern GPUs it's really nothing impressive.
But thanks :)
0 x

Guest

Post by Guest » Mon Aug 04, 2003 5:16 pm

Actually Ive never seen water effects as good as that in any commercial game but thats probably because it takes up alot of CPU and there would be nothing left for the game if it relied extensivel on that method of creating ripples/waves etc.
0 x

User avatar
eru
Gnoblar
Posts: 13
Joined: Wed Jan 15, 2003 1:40 pm
Location: Amsterdam, NL

Post by eru » Mon Aug 04, 2003 5:25 pm

Anonymous wrote:Actually Ive never seen water effects as good as that in any commercial game but thats probably because it takes up alot of CPU and there would be nothing left for the game if it relied extensivel on that method of creating ripples/waves etc.
Actually, the code is extremely simple - if I turn off water animation it doesn't change the rendering speed...
So it's rather number of polys that matters.
Anyway, imagine using VertexShaders for geometry with e.g. dot-3 bump mapping for small ripples and pixel shaders for rendering refraction... :)
Oh... I have to try adding bump3 to Water :) God: could you please make day few hours longer for some time? :)
0 x

God

Post by God » Mon Aug 04, 2003 6:47 pm

er00: i shall answer your prayer
0 x

Post Reply