How I Fixed the Ocean in My Pirate Game

  Рет қаралды 80,468

Tom Weiland

Tom Weiland

Жыл бұрын

Pirates spend a lot of time on the ocean, so the ocean better look good! It's time to give my pirate game's water an overhaul and make it look much better.
Previous devlog: • Why Making Multiplayer...
Pirate game playlist: • Multiplayer Pirate Gam...
⎯⎯⎯⎯⎯⎯
Discord server: tomweiland.net/discord
Support me on GitHub Sponsors: github.com/sponsors/tom-weiland
Support me on Ko-fi: tomweiland.net/kofi
GitHub: tomweiland.net/github
Project's Trello board: trello.com/b/vJwk0iwS/pirate-...
Website: tomweiland.net/
⎯⎯⎯⎯⎯⎯
Gear & Software I Use
Developing
⮞ Engine - Unity: store.unity.com/#plans-indivi...
⮞ Code Editor - Visual Studio: visualstudio.microsoft.com/vs/
⮞ 3D Modeling - Blender: www.blender.org/download/
Recording & Streaming
⮞ Screen Recorder - OBS Studio: obsproject.com/
⮞ Camera - Panasonic G85: amzn.to/39P77GK
⮞ Microphone - Maono AU-PM422: amzn.to/2LsTIuG
Computer Parts & Peripherals
⮞ Mouse - Logitech G604: amzn.to/3mqUSoy
⮞ CPU - AMD Ryzen 7 2700X: amzn.to/3pU06K9
⮞ GPU - GeForce GTX 1050 Ti: www.newegg.ca/p/N82E16814125915
⮞ Motherboard - ASUS Prime X470-Pro: amzn.to/3p20h5f
⮞ SSD - Gigabyte 240GB: amzn.to/39UPWDQ
⮞ HDD - WD Blue 1TB: amzn.to/2O37EMI
⮞ RAM - 8GB x2
⮞ Case - Fractal Design Meshify C: amzn.to/3q6FgHy
⮞ Power Supply - EVGA 750 GQ: amzn.to/2N3T3A0
Other
⮞ YT Channel Management Tool - TubeBuddy: www.tubebuddy.com/tomweiland
⮞ Webhosting - Bluehost: www.bluehost.com/track/tomwei...
I personally use all of the above products and services, so they are genuine recommendations. Some of these links are affiliate links, which means I get paid a small commission (at no extra cost to you) if you sign up or buy through them. Thanks for supporting the channel!
⎯⎯⎯⎯⎯⎯
#Multiplayer #Devlog #PirateGame #GameDev #IndieDev #IndieGame #Unity
It's been nearly a year since the last devlog, and I figured that improving the pirate game's water graphics would be a good way to ease myself back into working on the project, so I do exactly that in this video. I added a masking system to the underwater fog so that it works properly even when half of your screen is submerged and the other half isn't, and I added reflections and refraction, which have significantly improved how good the water surface looks.
⎯⎯⎯⎯⎯⎯
The music and sound effects used in this video are sourced from the KZfaq Audio Library, StreamBeats, and GameAudioGDC.
⮞ / audiolibrary
⮞ www.streambeats.com/
⮞ sonniss.com/gameaudiogdc

Пікірлер: 647
@tomweiland
@tomweiland Жыл бұрын
The pirate game has not been abandoned! Let me know if you've got any ideas for how to fill in the gaps in the water fog mask between the horizon and the water meshes 👇
@joshuafhiggins
@joshuafhiggins Жыл бұрын
You could do what Minecraft does and have a fog effect at the edges. Alternatively you could make a way to seamlessly blend LOD versions of the watter
@nathangeorge4017
@nathangeorge4017 Жыл бұрын
Why do you have to use the horizon as a base? Why don't you just render the top of the water plane as white (like you're doing) and then fill everything above that plane with white? Like a flood fill. It seems like the water plane should always make at least a solid boundary between the top and bottom of the screen. So just fill anything above that boundary. In a pixel shader this would just mean that, starting from the top of the image, you would set every pixel in every column (not row) to white until you reached an already white pixel. Since the water is height based there should never be overhangs that have to be filled.
@tomweiland
@tomweiland Жыл бұрын
@@joshuafhiggins and you mean have the low LOD versions go all the way to the horizon? I considered that as well, and it could work, but how far those low LOD planes have to extend into the distance would depend on the height of the camera _and_ potentially on the resolution of the display.
@nathangeorge4017
@nathangeorge4017 Жыл бұрын
Or you could also make everything white and then render the bottom of the plane as black and then fill everything below with black
@tomweiland
@tomweiland Жыл бұрын
@@nathangeorge4017 this was something that crossed my mind, but I honestly just wasn't sure how to approach the flood filling. The fragment/pixel function of a shader operates on each pixel individually, with no information about other pixels. Obviously I could sample the mask texture, but (on 1920x1080 resolution, with about half the screen submerged) that would mean sampling the texture at least ~540 times for each of the ~540 pixels in each of the 1920 columns-unless I'm missing something? That means sampling the fog mask texture ~559 _million_ times every frame, which doesn't sound very efficient to me...
@GnuSnu
@GnuSnu Жыл бұрын
After 83 years of my life, I can finally witness another devlog
@tomweiland
@tomweiland Жыл бұрын
You didn't have to do me like that 😂
@winsicole
@winsicole Жыл бұрын
Wow the dedication to watching this man is truly amazing
@dusanvukobratovic7659
@dusanvukobratovic7659 Жыл бұрын
And you will wait 83 years more
@lallybroch3929
@lallybroch3929 Жыл бұрын
Another Devlog!! But also don’t stress about getting them out fast! The game is looking amazing!
@tomweiland
@tomweiland Жыл бұрын
Now if only it was actually playable 😂
@danibiyarslanov
@danibiyarslanov Жыл бұрын
@@tomweiland nah dude take your time, ive been making a game for a year too and its still not playable lol
@ayaanhaque6340
@ayaanhaque6340 Жыл бұрын
I honestly thing that these reflections are the best improvement you have made visually to the game, aside from maybe the water flattening around the islands. The game is coming along really well now!
@tomweiland
@tomweiland Жыл бұрын
Agreed! I think your last statement needs to be corrected though-the _graphics_ are coming along nicely. The _game_ is still as unplayable as it was a year ago :P
@buttsworth.
@buttsworth. Жыл бұрын
I have binge watched almost all of your dev-logs, I hope the project is going well and its smooth sailing, excitedly awaiting the next dev-log
@tomweiland
@tomweiland Жыл бұрын
Glad you've enjoyed the devlogs!
@volutedberet
@volutedberet Жыл бұрын
Never thought i would live to see another pirate game devlog lol Also the water looks even more amazing now! Great work
@tomweiland
@tomweiland Жыл бұрын
Dang, you had really given up hope, huh? :P
@SuperDutchrutter
@SuperDutchrutter Жыл бұрын
The island reflection looks amazing. Good progress on the water, hopefully the game gets into a playable state soonish!
@tomweiland
@tomweiland Жыл бұрын
🤞
@user-hf3hy8oc9o
@user-hf3hy8oc9o Жыл бұрын
These are always really cool, good to see another dev log
@tomweiland
@tomweiland Жыл бұрын
It was about time 😅
@turceanucosmin7223
@turceanucosmin7223 Жыл бұрын
I have been waiting so long for this level of quality in a devlog
@tomweiland
@tomweiland Жыл бұрын
Glad you liked it :D
@mikeohc
@mikeohc Жыл бұрын
Water is by far one of the most complicated subject once you dive deeper into it. Great video! Would love to see it getting resolved
@tomweiland
@tomweiland Жыл бұрын
Yeah it's one of those things that can literally always be improved further, there's no end :P
@twomur_
@twomur_ Жыл бұрын
so glad this project is back keep up the amazing work!
@tomweiland
@tomweiland Жыл бұрын
Yeah it feels good to be working on it again :P
@tomasabrams7234
@tomasabrams7234 Жыл бұрын
Great to hear from you! I honestly think about your videos every time I work in Unity
@tomweiland
@tomweiland Жыл бұрын
That means a lot, glad you like the videos :)
@falricthesleeping9717
@falricthesleeping9717 Жыл бұрын
YAAAAY, haven't seen a new video for a long time, good to see you back
@tomweiland
@tomweiland Жыл бұрын
Yeah...it's been _a while_ 😅
@AIAdev
@AIAdev Жыл бұрын
Awesome video Tom. Very cool
@tomweiland
@tomweiland Жыл бұрын
Thanks, I'm glad you enjoyed it :)
@MySummerCarWeekly
@MySummerCarWeekly 9 ай бұрын
Hey man cant wait till the next devlog have a great day your my new favourite KZfaqr ❤
@tomweiland
@tomweiland 9 ай бұрын
Thanks for the kind words 😅
@yced101
@yced101 Жыл бұрын
High entertainment value on this one. Nice editing. Keep it up.
@tomweiland
@tomweiland Жыл бұрын
I put a lot of time into it, so I'm glad you enjoyed it :D
@krazybubbler
@krazybubbler Жыл бұрын
Great devlog! Thanks
@tomweiland
@tomweiland Жыл бұрын
Glad you liked it!
@morangodecabopreto
@morangodecabopreto Жыл бұрын
U are ALIVE! Good ,keep it up!
@tomweiland
@tomweiland Жыл бұрын
I'm not dead 🥳
@qiveal9293
@qiveal9293 Жыл бұрын
Glad your still working on this!
@tomweiland
@tomweiland Жыл бұрын
Me too :P
@hazytp7150
@hazytp7150 Жыл бұрын
The game looks wonderful so far. I hope the next devlog will be a little sooner but it's okay don't rush it!
@tomweiland
@tomweiland Жыл бұрын
It definitely won't be another year until the next one 😂
@IronFreee
@IronFreee Жыл бұрын
I know that working alone on a project can be hard, but I'm happy to see you back :D
@tomweiland
@tomweiland Жыл бұрын
Thanks 😅
@yobamablu7907
@yobamablu7907 Жыл бұрын
Great video as always!
@tomweiland
@tomweiland Жыл бұрын
Thanks, glad you liked it!
@Koffiato
@Koffiato Жыл бұрын
I think going SSR on reflections would give much better results. Since camera is barely above the reflective surface, it'll be very close to ground truth too. This will also solve (or rather) help with the double lighting issue. With the added bonus of in reflection lighting being completely free.
@tomweiland
@tomweiland Жыл бұрын
The problem is that nothing that is off screen can be reflected, which means tops of boats and islands will be cut off in reflections if you don't have them in view. As for the camera barely being above the reflective surface, I'm not really sure what you mean since a boat's crows nest or the top of even a small island is more than "barely" above the water surface, is it not?
@Koffiato
@Koffiato Жыл бұрын
@@tomweiland yeah cut off makes sense. I used "Barely above surface" as in SSR only works well when viewing angle of the reflective surface being almost parallel to the camera, going high up and looking directly down breaks the effect. But I don't think that's a realistic thing to happen in this game that's all. Your channel is great find btw, thanks for all
@LittleTopia
@LittleTopia Жыл бұрын
Nice, I love the new water! Good job 👍
@tomweiland
@tomweiland Жыл бұрын
Thanks, glad you like it :)
@eboatwright_
@eboatwright_ Жыл бұрын
the mans is back! I love how the game looks!
@tomweiland
@tomweiland Жыл бұрын
Glad you like it :D
@hexxt_
@hexxt_ Жыл бұрын
glad to see you're uploading again as for the water fog maybe try using the depth buffer to mask out far away areas
@tomweiland
@tomweiland Жыл бұрын
The problem is that I don't want it to be masked out if I'm looking at the pixel from under the water...
@paulo1940
@paulo1940 5 ай бұрын
hey tom, I have just gotten to explore your channel today and I must say, I am in love with it, your videos were so high quality and entertaining I am just hooked. I am a fellow programmer also wanting to see where I want to go and I am inspired by your continuous and hard work for this personal project and I am hoping to start one soon, maybe not game dev after (I am gonna take your word :D). Wishing you the best on your journey in 2024 and onwards!
@tomweiland
@tomweiland 4 ай бұрын
Thank you for the kind words! Good luck to you too :)
@badbanana9894
@badbanana9894 Жыл бұрын
You better finish this tom. Been following it for like two years now and actually NEED to play a finished version.
@tomweiland
@tomweiland Жыл бұрын
Well buckle up, it's going to take a while 😂 But yeah, I need to play this too at some point, so I definitely intend to get it to a playable point...
Жыл бұрын
Oh wait I remember you from somewhere, I think that you used to make devlogs or something. Damn, that water is so impressive I love it! Catch ya next year mate! :)
@tomweiland
@tomweiland Жыл бұрын
The next one better not be a whole year from now 😳
@JDracular
@JDracular Жыл бұрын
Hope you are doing well, your old C# networking tutorial series has helped me a lot, and your pirate game looks great. Glad to see you're still replying to comments after so many months.
@tomweiland
@tomweiland Жыл бұрын
Glad the old series was helpful! Have you checked out the newer one?
@JDracular
@JDracular Жыл бұрын
@@tomweiland not really, just following the pirate game series.😁 looking forward to a new episode.
@sollner_fox
@sollner_fox Жыл бұрын
Thanks, man! Great job! Thanks for help, bcause i`m already finish man game for jam, using a info from your previous devlog
@tomweiland
@tomweiland Жыл бұрын
Glad I could help :)
@hopser6620
@hopser6620 Жыл бұрын
Nice to see you Upload again
@tomweiland
@tomweiland Жыл бұрын
It was nice to upload again :P
@BusinessWolf1
@BusinessWolf1 15 күн бұрын
I can see from the comments that you're now a servitor to the machine god, 8 hours a day. That's okay man, never think it's 'been too long' to continue your project. You will get used to it, you will upskill in certain areas, and your work, whatever it is, will help you with the game in one way or another. You've got this man! And if your priority is now a career rather than making the game, I wish you good luck on that too. But I really don't think it is. I think you and me are a lot alike, I didn't go to university for the same reasons as you. Well anyway, I've been fucking off on work hours for 15 mins now, so I'll get back to that but just know, you are not alone. There's a lot of people like you, full of passion, working 8 hours a day and MAYBE getting in half an hour every 2 days on their project. It's the consistency that counts. See you at the top.
@tomweiland
@tomweiland 14 күн бұрын
Thank you for the kind words! These are the kind of comments which make me want to come back to this project, but I'm still trying to figure out where and in what capacity it fits into my life now that I work full time 😅
@vokarou7300
@vokarou7300 Жыл бұрын
Keep up the amazing work !!!
@tomweiland
@tomweiland Жыл бұрын
Will do :)
@sanaatangyaan
@sanaatangyaan Жыл бұрын
Fantastic video bro, legend.
@tomweiland
@tomweiland Жыл бұрын
Glad you liked it!
@shahbazqasim8682
@shahbazqasim8682 Жыл бұрын
bro thanks so much, you actually made soft soft easy to understand
@tomweiland
@tomweiland Жыл бұрын
🤔
@fnoffer
@fnoffer Жыл бұрын
eyy Tom, great to see you back ;)
@tomweiland
@tomweiland Жыл бұрын
Thanks, it's good to _be_ back!
@Wishbone_Games
@Wishbone_Games Жыл бұрын
Cant wait for next years devlog!
@tomweiland
@tomweiland Жыл бұрын
💀
@sealinggrain7
@sealinggrain7 5 ай бұрын
Its been 6 years to the day since you started tjis project! Please continue on. You can do it!!!!!!!!!!
@tomweiland
@tomweiland 4 ай бұрын
I haven't touched the project at all for a while now due to working full time, but I do want to get back to it at some point 🤞
@musta_rd
@musta_rd Жыл бұрын
Lots of love bro
@tomweiland
@tomweiland Жыл бұрын
:)
@danielrandall4836
@danielrandall4836 Жыл бұрын
You r just aweso....i was litterly noob in tNice tutorials...u explained it very simply...thanks i will surely go for next parts of tNice tutorials video.. thanks
@tomweiland
@tomweiland Жыл бұрын
🤔
@xcruciating
@xcruciating Жыл бұрын
man I missed this kind of tutorials lol. Great work here, thanks!!!
@tomweiland
@tomweiland Жыл бұрын
🤔
@trap7369
@trap7369 Жыл бұрын
How long have I been waiting for 1 more video >.
@tomweiland
@tomweiland Жыл бұрын
Too long 😔
@moustaphagaye7978
@moustaphagaye7978 Жыл бұрын
Great video!
@tomweiland
@tomweiland Жыл бұрын
Thanks :)
@beatrizazevedo4969
@beatrizazevedo4969 Жыл бұрын
Keeps you creating ;)
@tomweiland
@tomweiland Жыл бұрын
Yep.
@spaceweedceo820
@spaceweedceo820 8 ай бұрын
Just saw a two-year-old video good to see you haven stopped developing 😊
@tomweiland
@tomweiland 8 ай бұрын
😅
@Ov3rPowered
@Ov3rPowered Жыл бұрын
Omg finally new devlog
@tomweiland
@tomweiland Жыл бұрын
Finally 🥳
@Ov3rPowered
@Ov3rPowered Жыл бұрын
@@tomweiland yeah
@EearsEntertainmentment99.
@EearsEntertainmentment99. Жыл бұрын
This looks so fun to play
@tomweiland
@tomweiland Жыл бұрын
Thanks!
@johnb23433
@johnb23433 10 ай бұрын
cant wait for the next update of this. I know its been a year but I just seen a comment saying you will have a new video out soon
@tomweiland
@tomweiland 9 ай бұрын
_Hopefully_ soon 😅
@bonkerzd6980
@bonkerzd6980 Жыл бұрын
My game needs this
@tomweiland
@tomweiland Жыл бұрын
The reflections? Take a look at Unity's Boat Attack demo if you haven't yet.
@maxherrmann1182
@maxherrmann1182 Жыл бұрын
Looks great! And ofcourse... YAAAAAAAAAAAAAAAAY DEVLOG!!!!!!!!!!!!!!!!!!!
@tomweiland
@tomweiland Жыл бұрын
🥳
@stickguy9109
@stickguy9109 Жыл бұрын
This one was really well edited. Next time I hope to see beautiful ocean
@tomweiland
@tomweiland Жыл бұрын
Thanks, glad you liked it :D
@bannanafruitsalad
@bannanafruitsalad 19 күн бұрын
Man, I got into more complex programming by watching your multiplayer server series. I hope life is treating you well and that whatever you're working on nowadays is running smoothly
@tomweiland
@tomweiland 14 күн бұрын
That's great to hear! Things are going well, but unfortunately I haven't really figure out where and in what capacity this project fits into my life now that I work full time 😅
@JayCode_dev
@JayCode_dev Жыл бұрын
New devlog!!! Nice to see the water works well now! maybe this sound stupid but for the horizon problem, maybe use the distance between the camera and the fog, if its to fa dont render fog,
@tomweiland
@tomweiland Жыл бұрын
The problem with that is that it'd also remove the fog underwater where there aren't any objects being rendered (just skybox) 🤔
@kiki-drawer2669
@kiki-drawer2669 10 ай бұрын
Not sure if you olan to stick the the game or not or just busy but even months later i still enjoy watching your videos! Thank you still! Hope you are taking care and living the good life!
@tomweiland
@tomweiland 10 ай бұрын
I do want to continue working on it and there will be at least one more devlog in the near future, but beyond that I'm not really sure yet. I don't want to live at home indefinitely and this project/these videos don't come even remotely close to making a livable income. Even if I managed to upload once a month, I would have to average _several million_ views per video just to begin approaching a decent salary, and that is not exactly something I can rely on to happen :P Glad you've been enjoying the videos though!
@kiki-drawer2669
@kiki-drawer2669 10 ай бұрын
@@tomweiland completely understandable! It's not easy pulling in the views. Ive seen amazing creators get trampled on by KZfaq no matter how often they upload. its a shame! No problem! It just good to see other people's experiences and creativity ^-^
@axelseven7
@axelseven7 Жыл бұрын
Simple trick for sea reflections would be to use SSR (screen-space reflections), perhaps you could cross-fade between planar reflections when the sea is calm and SSR when it is agitated. Or you could simply use SSR in every case. Another thing that might possibly be done is to displace the reflected image depending on the camera's angle and how heavily displaced the water plane is, using trigonometry. I'm not quite sure this would result in a good looking result but it feels like it could work with some tuning and adjustments. Keep in mind that if you plan to keep the Planar Reflection for agitated sea, whatever you do, the reflections will be physically inaccurate (that goes for SSR too but it would be less noticeable), since it only replicates what a flat surface would reflect. There would also be an issue with some parts of the terrain OVER the reflection plane and UNDER the sea plane being missing in the reflection. Personally I would advise for using SSR as I don't believe any other kind of hack you can conjure is gonna look good enough to be worth the effort. The next best thing is raytracing but we all know why that's not a great idea :).
@tomweiland
@tomweiland Жыл бұрын
The unfortunate thing about SSR is that anything that's not visible on screen also can't be reflected, which in some scenarios can look just as bad/weird as the problems I have right now with the reflections on big waves, so I'm not sure it'd be better. With some tweaking it might be possible to get the current setup looking _decent,_ so I'm not particularly eager to abandon that approach just yet :P
@axelseven7
@axelseven7 Жыл бұрын
@@tomweiland fair enough. I can appreciate you going for a "higher-tier" physically accurate reflection model. Good luck on creating a reflection setup that fits your project :).
@Rumplestiltzchen
@Rumplestiltzchen Жыл бұрын
Yay! Devlog
@tomweiland
@tomweiland Жыл бұрын
🥳
@Rumplestiltzchen
@Rumplestiltzchen Жыл бұрын
🥳
@GulabSinwarSangaria
@GulabSinwarSangaria Жыл бұрын
need the other half of the video!
@tomweiland
@tomweiland Жыл бұрын
This is the whole video...
@xzippyzachx
@xzippyzachx Жыл бұрын
'ooray, now I can look at the reflection o' me face in the water while I trim me beard to perfection! :p
@tomweiland
@tomweiland Жыл бұрын
😂
@flaschenzuglp9994
@flaschenzuglp9994 Жыл бұрын
Miss this series and your work. Was kinda unique. Hope all is good for you.
@tomweiland
@tomweiland Жыл бұрын
Glad you've enjoyed the videos, I will be back soon 👀
@AndrewDavidJ
@AndrewDavidJ Жыл бұрын
Tom, you're the only English-speaker on the entire internet who actually pronounces the "v" at the beginning of "Voilà!" Thank you. I die a little bit inside every time I hear people butcher it by saying "wala"
@tomweiland
@tomweiland Жыл бұрын
I did take several years of French immersion (basically most of my classes at school were entirely in French), so that might deserve some credit, although honestly I'm not sure I've ever heard anyone say "wala" :P
@TheAstrocricket
@TheAstrocricket Жыл бұрын
Nice vid!
@tomweiland
@tomweiland Жыл бұрын
Thanks :D
@youz123
@youz123 Жыл бұрын
DEV LOG DEV LOG, I AM HAPPY
@tomweiland
@tomweiland Жыл бұрын
Excellent 👌
@truesosense7722
@truesosense7722 5 ай бұрын
For the reflections, I have some ideas... You can try offsetting that camera to match the highest wave vertex, or you can get the camera texture and offset each pixel according to the highest wave (I hope it isn't too confusing). You can also use a realtime reflection probe which works pretty well but requires more computing power.
@tomweiland
@tomweiland 4 ай бұрын
The problem is that if you use a second camera to generate the reflections, it inherently assumes a flat reflection plane. Offsetting the camera based on the wave height would make it look more correct in the area that matches that height, but it would then look wrong anywhere where the water is at a different height. Offsetting the camera texture might work to a degree, but around the edges of the screen it would completely break down because you run out of texture to offset (if that makes sense).
@FalloutBreakbeat
@FalloutBreakbeat Жыл бұрын
I've just subscribed, so you're now legally obligated to continue development of this game. Thank you. 👍 Also, I found your channel while searching for "should I make my game multiplayer", hoping for people to dissuade me, and you haven't successfully done that yet, so please try again. 😀
@tomweiland
@tomweiland Жыл бұрын
Thanks for subscribing! Have you watched this video? kzfaq.info/get/bejne/m7ekareoqNiakaM.html If there's any single one of my videos that will dissuade you from making a multiplayer game, it'll probably be that one :P
@FalloutBreakbeat
@FalloutBreakbeat Жыл бұрын
Yeah, that's the one I found first and I'm still here. 😄 Looking forward to the next game update 👍
@bungercolumbus
@bungercolumbus Жыл бұрын
First? Anyway. Thanks again for the amazing server tutorials, you taught me a lot and I hope your game will thunder the shop when it gets out :3
@tomweiland
@tomweiland Жыл бұрын
Damn that was fast 😅
@bungercolumbus
@bungercolumbus Жыл бұрын
@@tomweiland Literally just opened the app and I saw your video which was uploaded for 8 sec. What were the chances
@JoshuaBarretto
@JoshuaBarretto Жыл бұрын
An easy way to solve the problem of waves displacing the water plane that you mention in the middle of the video is to have a vertex shader that distorts the reflected vertices in accordance with the wave height, meaning that they always meet the water's surface at the appropriate altitude. It's not perfect, but it at least gets rid of those local discontinuities.
@tomweiland
@tomweiland Жыл бұрын
So you mean when rendering the reflection I should use a different shader for everything which moves it in a way that the flat reflection plane ends up producing a reflection that fits onto a not-flat water surface? That's a very interesting idea, but it sounds extremely complicated and time consuming to figure out, and I'm not entirely convinced that it'd even be possible to make it look right 🤔
@maxherrmann1182
@maxherrmann1182 Жыл бұрын
You might be able to perform some of the screen space reflection raymarch techniques on your planar reflections to correct for height
@tomweiland
@tomweiland Жыл бұрын
Maybe 🤔
@facepalmedev
@facepalmedev Жыл бұрын
Rather you than me... A lot of this stuff seems like a pain in the arse to solve, I admire that you challenging yourself though, it truly is the only way to learn new things and improve!
@tomweiland
@tomweiland Жыл бұрын
Agreed!
@monoculosofficial9934
@monoculosofficial9934 Жыл бұрын
I was looking at this in sea of thieves, and I think what they've done for a lot of objects like the islands and boats is to just have another low detail object flipped and distorted normally by the shader as it's underwater. Because you can see that the reflection of the island and boat that you see when you're either under water and looking up, or above and looking down, is not the same as the actual object. I think this then gets masked/unmasked by the water shader depending on what side you're looking from! Of course I might be completely wrong, but it makes sense as it provides accurate enough visuals while completely faking it!
@tomweiland
@tomweiland Жыл бұрын
_"I think what they've done for a lot of objects like the islands and boats is to just have another low detail object flipped and distorted normally by the shader as it's underwater"_ I think this depends on your graphics settings-lower settings definitely result in lower detail models being used for reflections, but I'm not sure about it higher settings. _"you can see that the reflection of the island and boat that you see when you're either under water and looking up, or above and looking down, is not the same as the actual object"_ Interesting...I'm not sure I've ever noticed that. I might have to go take a look :P Something I want to try out at some point (low priority) is screen space reflections, as I think those would be able to handle the non-flat water surface, though they come with other limitations (only objects visible to the camera can actually be reflected).
@Gronk_777
@Gronk_777 Жыл бұрын
Noice!!!!!! It's been forever! Thanks for the video, I love how your games progressing!😃 P.S. is there any way you can put this game on your website so your viewers can play? Thanks --- a subscriber who remembers to like every video
@tomweiland
@tomweiland Жыл бұрын
Once there's actually something playable I'll probably start doing small playtests. If you want to be a part of that when it happens, I'd recommend joining the Discord server, as that's the first place I'll announce it. _"a subscriber who remembers to like every video"_ I appreciate it 🙏
@Gronk_777
@Gronk_777 Жыл бұрын
@@tomweiland OK, thanks!
@creativemind42069
@creativemind42069 29 күн бұрын
I miss you... We all do. I am glad you switched to godot tho and that you are porting this to it. Looking forward to the first devlog in godot.
@tomweiland
@tomweiland 14 күн бұрын
I'm assuming this is a joke lol, but just in case: I have not switched to Godot 😅 I'd like to come back to this project eventually, but I haven't really figured out where it fits in with work and other life stuff.
@creativemind42069
@creativemind42069 14 күн бұрын
@@tomweiland Ya I was joking haha😅 Anyways looking forward to whatever comes next, I hope I can speak for a large part of the community if I say that you inspired a lot of us to strive for great projects. We will not forget your greatness. Good luck with anything you do🤞
@Brzzb
@Brzzb Жыл бұрын
Looks epic! What ships are you planning to add and will this be playable on macbook?
@tomweiland
@tomweiland Жыл бұрын
I haven't really decided on any specific ship types yet. It should work on Mac, though at this point I can't say how well it'll perform, particularly on older MacBooks.
@shanephillips6171
@shanephillips6171 Жыл бұрын
Hey Tom, would you be able to share you resources for how to managed to pull off rendering the top of the water-plane as white and bottom as black like you do here? I've been digging around looking for solutions to the same problem, and seem to just be running into a wall... Awesome video, your ocean stuff is what got me to look into fixing mine!
@tomweiland
@tomweiland Жыл бұрын
I just use the VFACE shader semantic (which contains a positive value for front faces and a negative value for back faces) when rendering the water to the mask: half4 frag(Varyings v, half facing : VFACE) : SV_Target { return step(0, facing); }
@shanephillips6171
@shanephillips6171 Жыл бұрын
@@tomweiland Thanks so much! You're the only person I've found whose discussed a solution to this camera clipping into water issue! I'm new to shaders, but now I know what to look into. Thanks again, I hope you're doing well and making progress with your projects!
@Hazzel31337
@Hazzel31337 Жыл бұрын
nice one entertaining and informativ, unity hdrp has now its own water system but its heavy on the cpu did you try that ?
@tomweiland
@tomweiland Жыл бұрын
I haven't tried it-I'm not using HDRP.
@simonbarton3295
@simonbarton3295 2 ай бұрын
Idea for the underwater effect: close the water body mesh (add sea floor and walls). After the main pass, render this mesh with reversed face-culling and without depth testing. Add fog manually in fragment shader, based on G buffer depth. This also works for other bodies of water, including waterfalls and floating blobs of liquid.
@tomweiland
@tomweiland 14 күн бұрын
Walls would be sufficient to make it work, and it's something I considered but didn't implement yet because currently the water mesh is generated at runtime (and giving it walls would make that more complicated).
@rayanachchane1575
@rayanachchane1575 Жыл бұрын
you could name "The polygonal robbery" and add missions on islands like sneaking into another pirate base
@tomweiland
@tomweiland Жыл бұрын
8 syllables is a bit of a mouthful and I'd rather avoid using references to the art style in the name. Thanks for the suggestion though!
@lunavil
@lunavil Жыл бұрын
This sum good stuff
@tomweiland
@tomweiland Жыл бұрын
Thanks 😅
@Dyornos
@Dyornos Жыл бұрын
Code free of charge: If(aboveWater) Renderfog = false; Good luck solving the actual problem tho, glad your back.
@tomweiland
@tomweiland Жыл бұрын
Haha thanks :P
@gamenotover999
@gamenotover999 Жыл бұрын
This was a fun one, also nice to see that you are still working on it.
@tomweiland
@tomweiland Жыл бұрын
Glad you enjoyed it :)
@GamesBySaul
@GamesBySaul Жыл бұрын
Really great work, those reflections are especially impressive! Looking forward to what comes next, just take your time!
@tomweiland
@tomweiland Жыл бұрын
Thanks, will do :D
@zimi992
@zimi992 Жыл бұрын
It is sooo overengineered, I love it
@tomweiland
@tomweiland Жыл бұрын
What's overengineered? 😅
@devu4740
@devu4740 11 ай бұрын
in unreal planar reflection work like separate object, with bounding box and clip plane. With this method you could make separate reflection for ship an attach it to ship. So clip plane would be where bottom of ship is and reflection would apply to meshes in bounding box. Meybe something like this is posible with unity.
@tomweiland
@tomweiland 11 ай бұрын
Maybe, but a big part of the problem is that it's a _planar_ reflection, and my water is anything but a flat plane :P
@memetech-
@memetech- 16 күн бұрын
0:46 Minecraft camera in water is the same way
@tomweiland
@tomweiland 14 күн бұрын
And I don't like it that way :P
@jeremynaumann3055
@jeremynaumann3055 Жыл бұрын
draw meshes at the edge of the water in the buffer or use floodfill
@tomweiland
@tomweiland Жыл бұрын
Yeah that might work.
@457Deniz457
@457Deniz457 Жыл бұрын
Water looks HOT 👌💪
@tomweiland
@tomweiland Жыл бұрын
🥵
@Choo_Choo_Oreo
@Choo_Choo_Oreo Жыл бұрын
A note for the first minute of the video, that bug you mention is in SO many games with water in them.
@tomweiland
@tomweiland Жыл бұрын
And it always bothers me :P
@Pystro
@Pystro Жыл бұрын
For your reflection problem: You might need to vertically offset each object that is on or above the water (boats, debris, player models) by (2 times) the water level at it's position when you render the scene for your reflection texture. Also, on rough water you shouldn't reduce the reflection strength (as you mention at 3:43), but blur the reflections. Water will keep it's full 3%+ reflectivity (source: en.wikipedia.org/wiki/File:Water_reflectivity.jpg) but its surface turns frosted/matte, at least until you start getting foam.
@tomweiland
@tomweiland Жыл бұрын
Offsetting everything for the reflection texture seems like it'd be very difficult to get right, if not impossible (since it'd have to be positioned based on how it's going to be reflected, but that's based on how it's positioned). I might blur the reflections, but blurring can get computationally expensive, so I'd still consider reducing the reflection strength a viable option (at least on lower graphics settings), even if it's not entirely realistic.
@Pystro
@Pystro Жыл бұрын
@@tomweiland I consider there to be two effects that the waves have on the reflections: Firstly, the water is obviously sloped. This is already taken care of by how the reflection texture is applied based on the gradient of the water surface. (I suspect that the deflection angle might be half as much as it should realistically be, but even if that's true, it's not an error anyone would notice.) Secondly, the waves raise and lower the water level. This is causing the problem you showed where the ship doesn't move. To fix this your reflection would just need to move straight up and down. And to calculate the amount, you can just sample the wave height at (below/above) the center of the respective object. In effect, you assume the water to be flat, but at the sampled height instead of at its neutral height. The only problem with this is that a large object might be sitting at a wave crest, while its reflection shows in a valley. But that mainly affects reflections of the top of the object; where the object touches the water (which is where errors are most visible) it will be almost exactly correct.
@PolycatGames
@PolycatGames Жыл бұрын
Water looks great! Can't you make the bottom of the cubemap the same color as the fog so you can never see where the water ends?
@tomweiland
@tomweiland Жыл бұрын
The transition between mesh and skybox would still be noticeable because the mesh is lit like a physical object, while the skybox is just a color. It also wouldn't help when you're underneath the water.
@princebali9838
@princebali9838 Жыл бұрын
Hi Tom how you set up the reflections ? Btw looks awesome
@tomweiland
@tomweiland Жыл бұрын
I basically took the reflection system from Unity's Boat Attack demo and just used that (with some minor tweaks).
@princebali9838
@princebali9838 Жыл бұрын
Did u used the script as renderer feature and added into forward rendere ? I also trying to the same effect but i m stuck ( i m not a pro )
@Alien_Sauce
@Alien_Sauce Жыл бұрын
the double brightness on the water looks amazing keep it a bug for a feature, it reminds me of how bright the sun reflects off the water or even looks a bit like foam
@tomweiland
@tomweiland Жыл бұрын
I would rather add it in an intentional way in that case-right now it's part of the reflection, so I can't control the brightness of the water independently from the reflection strength, and that's not ideal.
@2n865
@2n865 Жыл бұрын
The water looks good. I will try tomorrow to create some water in Unity and see how I can handle it.
@tomweiland
@tomweiland Жыл бұрын
Good luck!
@Thornskade
@Thornskade Жыл бұрын
Was expecting him to say "I'll see you again next year" at the end
@tomweiland
@tomweiland Жыл бұрын
Why you gotta do me like that 😭
@tediop1330
@tediop1330 7 ай бұрын
Will you still make videos? I really loved them, it's nice to see you still come back to answer some comments tho
@tomweiland
@tomweiland 7 ай бұрын
I've been working on rebuilding the entire project and I do want to keep making videos, but this project is not making me any money (nor will it in the foreseeable future) so a lot of my time is going elsewhere as I'm trying to figure out how to support myself :/
@user-qc5hd6ih7q
@user-qc5hd6ih7q Жыл бұрын
I can think of a few solutions for the horizon mask problem you have at the moment, 1. you can use the boundaries of the current ocean chunk that is loaded as the mask and use fog to hide the rest of the unloaded water. 2. you showed a black and white image in which the horizon was black and the rest was white, invert it and use that to mask out the blue fog again. hope I could help I never used something like this, just some ideas that came to mind while watching ^-^ the game looks good would love to see dev streams and more content that is Pirate Game related :)🥶
@tomweiland
@tomweiland Жыл бұрын
1. Yeah, I'll probably be extending the range of the water mesh. 2. Not entirely sure what you mean by this, or how exactly it'd solve the problem 🤔 I've done streams in the past, so maybe that's something I'll do again at some point, although I'm not quite sure yet and don't want to make any promises 😅
@---zh8qn
@---zh8qn Жыл бұрын
i might overlook sth but is this not only a problem if you are high up in the air? What if you only run your submerged shader once you are close to the water, since in all other cases you won't be submerged anyway? you could reuse your old version of the submerged boolean in some way for that
@tomweiland
@tomweiland Жыл бұрын
@@---zh8qn yes, that's what I'll be doing and it'll solve most of the problem, but there can/will still be artefacts when you're close to the water line.
@---zh8qn
@---zh8qn Жыл бұрын
@@tomweiland btw i really appreciate you reading through your comments and answering them, gives a really good feeling to the people watching you :D Keep up the good work
@bad_gamedev7501
@bad_gamedev7501 Жыл бұрын
s. Thank you In The setup❤️
@tomweiland
@tomweiland Жыл бұрын
🤔
@georgemaneta9542
@georgemaneta9542 Жыл бұрын
About the first problem, in SoT when the player is swimming they are either fully submerged or floating above the surface, there is no in between. The camera shifts up/down a little when a transition happens. Having these 2 separate states is also useful to handling the breath/drowning mechanic. I've been thinking about creating a SoT clone myself, let me know if you wanna exchange ideas or maybe turn this project into a coop project.
@tomweiland
@tomweiland Жыл бұрын
Yeah, I've played a lot of Sea of Thieves, and the way they handle the transition has always bothered me, which is why I really didn't want to go with a solution like that. It just feels clunky when the game suddenly moves your camera a substantial distance up or down just because you got too close to the surface. For breath I can just check the camera's position against the wave height, so that shouldn't really be an issue. At this point the project honestly isn't even really in a prototype state (there's still no game loop), and I don't plan to involve anyone else at least until that changes.
@georgemaneta9542
@georgemaneta9542 Жыл бұрын
@@tomweiland ok ok
@e_buffturtle2037
@e_buffturtle2037 Жыл бұрын
For the surface of the water the solution is simple, make a bubble particles effect that covers up the area where the water meets the surface when the player is half submerged. Many video games over look particles like this and it really shows when you try jumping in bodies of water and there’s no satisfying splash.
@tomweiland
@tomweiland Жыл бұрын
Yeah I've seen that in other games, and honestly I'm not sure I like how it looks. Now that I've got this solution essentially working, I'll likely stick with it. There will eventually be splash particles when you jump in the water, but they won't cover your whole screen or something to hide the lack of fog in parts that are underwater.
@fredxvi
@fredxvi Жыл бұрын
Use a shader that repeats lod copies of the water mesh into the distance. Based on how far you can see, or truncate the water fog
@tomweiland
@tomweiland Жыл бұрын
Yeah there's a bunch of different solutions which I'll end up combining, and hopefully together they'll eliminate all artifacts.
@PlayorPassMusic
@PlayorPassMusic Жыл бұрын
you got community waiting to play brother 👍
@tomweiland
@tomweiland Жыл бұрын
I think it'll be a while, unfortunately 😔
2 Years of Game Dev - Making a Multiplayer Pirate Game in Unity
16:47
how water works in Sea of Thieves
3:25
Stylized Station
Рет қаралды 911 М.
Sigma Girl Past #funny #sigma #viral
00:20
CRAZY GREAPA
Рет қаралды 24 МЛН
Children deceived dad #comedy
00:19
yuzvikii_family
Рет қаралды 6 МЛН
Can You Draw A PERFECTLY Dotted Line?
00:55
Stokes Twins
Рет қаралды 67 МЛН
Why Making Multiplayer Games SUCKS
6:46
Tom Weiland
Рет қаралды 406 М.
Making a VIRUS for a Game Jam (and almost winning)
9:36
Deynum Studio
Рет қаралды 275 М.
I Played My Pirate Game With Friends | Devlog #44 (Plus Gameplay!)
10:21
Games Where You're NOT the Main Character
14:52
i am a dot.
Рет қаралды 1,7 МЛН
My 1 Year Game Dev Journey - From School to Sea of Thieves
9:20
My GameDev Pal
Рет қаралды 913 М.
Dear Game Developers, Stop Messing This Up!
22:19
Jonas Tyroller
Рет қаралды 687 М.
When Your Game Is Bad But Your Optimisation Is Genius
8:52
Vercidium
Рет қаралды 1,4 МЛН
Making my DREAM game about controlling time | Devlog #0
9:33
Bob's Mud Hut
Рет қаралды 241 М.
New Unity Multiplayer Netcode for My Pirate Game | Devlog #43
8:19
NERF WAR HEAVY: Drone Battle!
0:30
MacDannyGun
Рет қаралды 16 МЛН
Страшно, когда ругается мама😰
0:10
Лиза Вертинская
Рет қаралды 1 МЛН
Выгнал училку 😂 #shorts
0:59
Julia Fun
Рет қаралды 2,2 МЛН