Ah by the way did you use Planes or Cubes? because for some absurd reason when I try to animate Planes chaos emerges and everything dies. If you are using planes, please tell me so that I may also use them.
planes. i could do cubes but that would add another layer of complexity and a bit useless for oceans unless roblox gave us alpha blending for editablemeshes.
for y = 0, scaledHeight do
local row = {}
for x = 0, scaledWidth do
local xPos = (x / scaledWidth) * (width * 2) - (width)
local yPos = (y / scaledHeight) * (height * 2) - (height)
local vertexId = editablemesh:AddVertex(Vector3.new(xPos, 0, yPos))
row[x] = vertexId
verticepos[vertexId] = Vector3.new(xPos, 0, yPos)
local colorId = editablemesh:AddColor(Color3.new(1, 1, 1), 1)
vertexColors[vertexId] = colorId
end
vertices[y] = row
end
scaledWidth/scaledHeight being the width and height divided by a scalable resolution variable.
this is something I made just when editablemesh came out. it’s super bare bones (not to mention prone to bugs) but i don’t feel like changing it much unless you have some feedback
does it not already do this automatically as of the new api update anyways?
if you have anything to help with the seams it would be insanely appreciated
no but it is. the planes scale perfectly fine.
it’s just the fact that the gerstner wave height lookup function is being inputted completely different variables (e,g., -150 and 150 on tile edges) which won’t match up at seams if that makes sense.
i just need to rework the system a bit to be compatible with tiles.
I know there are godrays, only problem is I don’t think you can change their source to my knowledge they would all originate from the sun, it needs to be spread out over the waters surface otherwise it doesn’t look right.