I wanna make a pirate themed game where the water is made of baseparts that is proceduraly generated and animated. I am not sure how to explain it really, I only made this procedural generation on roblox
I wanna make something like this, but how the Farthest part gets deleted, the parts gets moved to the parts that got deleted and in the new space created will generate new parts that match the ones infront. This is my idea for it.
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You can try adding tick() or anything time related in the math.noise used for your generation to make it move along any axis.
But normally gerstners waves might look better and is more often used for mesh oceans.
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What is gerstners waves and how can I use it? Is there a topic or tutorial made about it already I can use?
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Gerstner is just an equation like math.noise
There are a lot of topics but mostly related to mesh, if you want to use it for parts you will have to rework it.
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