Water Physics + Custom Voxel Boats, Rigid Bodies & Destruction
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One-way coupling between rigid bodies and water has been implemented. Buoyancy is simulated volumetrically, and the fluid velocity field is sampled where the objects collide with it. Because the coupling is just fluid-on-objects, air does not factor into water displacement and the splashes seen are just visual, so moving objects themselves will not fill up (though anything built in the world will as shown in the previous video). I hope to implement two-way at some point in the future. Neither butterflies nor trees get affected by the water yet.
Also briefly showcased is the WIP object building system, which has the same fidelity as normal building in the world. In this case these objects were basic cylinders, two boats and a raft. There’s no limit to what you can design, and the system simulates it right out of the box. In the next video I’ll showcase how rigid body constraints can be attached to these objects to create