# Buoyancy for boats on a bone skinned mesh ocean

Currently, i’m trying to get a realistic floating system for my boats on my wave system, I’m using bones to simulate waves.

The main problem im running into is acutally being able to get the boat following the waves properly and acutally looking right, I can get it to follow waves, but getting it to properly follow the waves in a realistic manner and not having weird issues has been a stop for me.

At the moment, I’m using a floater system with parts on each corner of the boat, getting the height from each and calculating a average. This works for a simple floating system but it doesn’t really look great in anyway. I’ve added damping but it really doesn’t do much. Pitch and roll arent a problem whatsoever.
I’ve tried modeling buoyancy or spring-damping systems but I’ve been unable to make them stable and acutally work properly in all conditions. I’d like to have a buoyancy simulation for the boats, I know how to do the math, its more of the fact I can’t execute it correctly

I’ve looked at other peoples ways of doing this, and yes some of them work but not for what I’m looking for. If anyone has any good ideas or suggestions, please provide them as this has been a hold in progression for my game.

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bumping this post so it can be seen

Could you add a picture of what your current solution looks like? It might help for context.

Does your current system do pitch and roll?

What isn’t working with using spring equations?

What kind of behavior are you looking for?

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Yes, i have pitch and roll working and all I need to do is smooth it

The main issue I’m having with springs is being too unstable for some of the fine movements, I’ve also found it to be unreliable in a lot of situations when I implement it.

I’m looking for more of a system that accurately represents floating, From other systems I’ve looked at, they just aren’t dynamic enough and struggle to work with the waves I have (FFT, with gerstner waves combined).

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Bump to see if anyone knows any good ideas