ShutUp & SkySailor
SkySailor SkySailor
I've been tinkering with a way to model the tides as a real‑time algorithm—think of a sea chart coded as a mesh, waves as procedural noise, like a game world but for sailors. What do you think?
ShutUp ShutUp
Sounds cool, but you’ll need to dig into the tidal equations first. Just start with the basic harmonic series and layer in the noise for realism.
SkySailor SkySailor
Right, the harmonic series is the heart of it—start with the principal constituents, the M2 and S2, then add the minor ones if you’re feeling ambitious. After you’ve got the basics, sprinkle in the noise like a good old salt spray to give the waves that unpredictable edge. Keep the mesh tight, and you’ll have a living tide map that won’t let you off the hook.
ShutUp ShutUp
Nice approach, just keep an eye on the mesh density and the update rate—heavy noise can kill the frame rate.
SkySailor SkySailor
Absolutely, keep that mesh lean. A few dozen triangles per segment and a moderate noise amplitude, and you’ll stay below the frame‑rate cliff. Remember, a calm sea is easier to navigate than a jittery one—same rule for code. Let's keep it smooth.
ShutUp ShutUp
Got it, keep it lean and steady. I'll stay quiet while you iron out the details.
SkySailor SkySailor
Sounds good, I’ll keep the sails tight and the code light. You’ll have the sea humming in no time—just let me know if the waves start singing back.