SilentComet & Glassfish
Hey, I was thinking about how the physics of water could add depth to a game's atmosphere. Have you ever considered using real ocean currents to shape a level?
That’s actually a pretty cool idea. Using real ocean currents could give the level a living feel, making the water move in ways that feel natural and even subtly guide the player. I’d just have to run a simulation to keep it from getting too chaotic. Maybe start with a single current and see how it plays with the level’s pacing.
Sounds solid—just watch the flow, or the player could end up swimming in a whirlpool instead of a quest. Keep it tight and tweak as you go.
Yeah, I’ll keep a close eye on the turbulence. It’s tempting to let the water do its own thing, but I’ll make sure the flow guides, doesn’t swallow the player. I’ll iterate on the physics, tweak the speed, and test until the whirlpools feel intentional, not accidental.
Nice plan—just remember the smallest eddy can become a huge hazard if you don’t tweak the damping. Keep testing at different speeds, and don’t be afraid to cut the current if it’s too strong. That way the water feels alive, not hostile.
Got it—I'll keep the damping tight and run a bunch of speed tests. If it feels too aggressive, I’ll dial it back or even turn the current off. The goal is to make the water feel alive, not like a hidden hazard.