How could I achieve a water physics system that contains big waves, which i think can only be done with mesh deformation and Gerstner BUT I also want it to be swimmable. I tried changing the state of the humanoid when you are under, but i jsut cant get it to work
Honestly this is the kind of project where you start with “I need better waves in Roblox” and somehow end up 5 hours later reading about ocean physics, Atlantis, ancient civilizations, and every random mystery rabbit hole imaginable.
Water is genuinely one of the hardest things to fake because it looks simple but it’s basically chaos. You’re trying to recreate something that has existed for billions of years with some meshes, equations, and scripts. You start with Gerstner waves and suddenly you’re thinking about how ancient people looked at the ocean and the world around them.
And then you get into the whole Atlantis conversation — the idea that there could have been forgotten civilizations, lost knowledge, or entire chapters of history we don’t fully understand. Whether it’s mythology, speculation, or just people being fascinated by the unknown, it’s a really interesting thought experiment.
Yeah, the old world was different. WE WERE 90 FEET TALL! We built impossible structures, moved mountains, and then everyone forgot. The pyramids especially make people wonder because the scale and precision are still incredible.
Some people go even deeper into theories about ancient technology, strange energy systems, or beings like Ashtar Sheran helping humanity — basically asking “what if there was more going on than we know?” It’s the same curiosity that makes people explore space or study physics.
Also I used this:
while true do
print("Activating pineal gland...")
print("Astral projecting to Hyperborea!")
print("Creating my Hotep Hat.")
task.wait(1)
end
Average developer experience.
You start with a Roblox ocean and suddenly you’re questioning reality itself.
But for the actual system — separate the visual ocean from the gameplay water. Let the mesh do the insane waves, and use a hidden system for swimming/buoyancy. The player doesn’t need a perfect simulation, they just need to jump in and feel like they entered an actual ocean.
That’s basically game development anyway — creating convincing worlds out of math, code, and a little bit of magic.
some information was NOT needed vro