I was playing an old copy of one of the old Grand Theft Auto games. I wanted to get some information, water can be created in the game engine. I imagine.
Some examples of past water in the games. I’m sure a few textures were used to create it.
The game engine that Rockstar games’s was certainly more advanced. I don’t know can be done using the Blender version. It can be done to create that? How? I’d really like to give that a demo try.
The BGE can absolutely do that. It can do almost anything. Not to discourage you, but to be able to make water like that in the BGE that is optimized enough to play like that (with physics and so on) along with all the other actors and meshes requires SO much knowledge on programing python and game optimization. It’s above me. There are resources that are already built in the resource forum; water that has physics and even geometric wave movement- but to make anything other than a very simple game with those are going to require, as I said, a lot of experience/knowledge/learning python and game development/optimization. Wish I could help you more, but I’m guessing you are not very experienced with programming/game dev. My suggestion? Either spend a long time learning python to be able to do it on the BGE or just use Unreal 4 (much easier in there, less programming knowledge required. Most of the work is done for you.) I use BGE, Cryengine, and Unreal. Regardless, if you’re interested in games, learn the python and other languages even if you don’t go with the BGE. I’d recommend UPBGE, but I don’t know if it’s me or what but glsl scripts and python doesn’t work in it an abundance of the amount of time I use it- and that’s mainly what I love about the BGE in the first place.
Try going on youtube and typing “making water in the bge.”
You might also try increasing/decreasing the z position of vertices of a subdivided plane
in a controlled manner to get what you want (although it would take a fair bit of work).
Here’s an unrefined example: water.blend (567 KB)
Looks to me like that is a combination of two heightmaps, one scrolling, one not. Probably the vertex displacement is performed in a vertex shader , and the physics engine can simply look at the location on the heightmaps at specific points to get the water height where the water is.
This would be a fun thing to implement. I may have to have a go at it (when I have some free time - which is probably a couple months away)
Interesting example thanks, something to start with. I’d prefer less graphic intensive water and I like the one from the game, I suppose this will be the way forward.
Erm, as for the waves, I need a lot less of those. I suppose deleting the vertices that should give me a step in the right direction.
I did try editing some of the python code, so they move on the Z axis or so. I changed from 0.3 to 0.1, no real change.
As for the Vice city example that was done using C++, since I’m running windows 7 on a optiplex small form factor I can run a copy of Visual studio, and learn via youtube.com video tutorials for this.
That isn’t what I need. The water similar to that for Blender. I don’t know. I haven’t a clue.
I found a near exact example via youtube that should be fine, it doesn’t appear to be functioning in the 2.76, it was made in 2.65. I tried editing the values it doesn’t appear to move.
Since the Blender game development book was for 2.66, for my project I’ll just use 2.65, it works fine. Needs tweaking to a particular movement. The ocean works well.
I was pleased I found this.
It is annoying when a piece of code or what ever works in some old version but no longer works in 2.76 or even newer versions I imagine.