SIMPLE Voxel based Liquid Water
How to simply make water: we treat it not as actual volumetrick liquid(to much to calculate), but something as simple as a voxel with different properties(For reference Minecraft water).
Plain and simle, LIQUID is a new flag for voxels, In gravity field Liquid source block creates Liquid Flow Voxel that expand from source voxel for 8 voxels gradualy shrinking in size(Level 0 flow to 7) and aplying some force on entities(Characters and some light grids). Two Flow voxels of level 0 on interaction create source Voxel.
Same goes for Flowing down, Source voxel, Pouring down flow voxels.
Now the fun part, Liquid interactions with other Voxels: Terrain voxels treat liquid voxels as air, as in they don't connect. Wile Liquid extends into those voxels simulating actual liquid behavior.
Obviusly some of us will want pools, so next part, liquid interactions with grids, like with voxels, blocks treat as air or lack of one for presuarization, while liquid voxels extends in the block.
All fun and games untill buoyancy simulations. In here all I can say take O2/H2 tanks and calcualte buoyancy based on them.
Splashes and other aspects of lqiuds aren't needed, It's a game, leave it as one.
In conclusion, It's npt that hard, now simply to make something like this a reality and Modders will take it from here, as usual.
This description isn't exactly a great one, but from what I can see it doesn't address any of the actual issues that water has, hurts realism even more, and generally doesn't really do much more than add an unnecessarily complicated feature into a perfectly functional existing system.
This description isn't exactly a great one, but from what I can see it doesn't address any of the actual issues that water has, hurts realism even more, and generally doesn't really do much more than add an unnecessarily complicated feature into a perfectly functional existing system.
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