PBR Endless skinned mesh ocean! SOURCE with bobbing / rotation 1.0

Well here it is… sorry I forgot to post this BUT here it is

REMEMBER! This is old 1.0 file. It only works for a single player or else the floatation will break! (due to local to server replication)

EDIT: This file does not feature endless ocean… sorry! but in 2.0 it will have that i just need to fix bugs!
(also sorry for the long wait)
because of the “popular demand” for this I will include the source file so you can create it yourself!
All of the rendering of the floating is done on the local player then replicated to the server, thus the load is less but it is much more complicated to do advanced algorithms and less secure but this is the way i went around doing this and SADLY because of this it is not yet multiplayer. A simple fix for this is to change the script in playerscripts (wavescript) and change that to server sided script. here is the base file, includes a basic rotation and a basic floatation script. I however will not include my current 2.0 file because it still needs some work and polishing. however that features full fledged multiplayer and a secure boat movement system with serversided handling.

HOW IT WORKS
well I will only cover the floatation aspect because i want to get back to working on my Aftermath game but I will briefly cover this subject.
It works by drawing a ray under the local player (hips) till it hits the surface of the water. the ray can pass through anything and is not visible. When it hits the surface it tells the server the worldposition. I made this script and edited it so instead of the coming from the player hips, it uses the player hips as a temporary subject then switches over to the part (floatation) and then sends a ray down. how the rotation works is there is 4 parts going up and down with the waves, (in 2.0 there are many more) and this provides a ‘simple’ rotation for the floating object- but back to the floating script - then a local script in playergui tells a remote in replicated storage the current position of all those floating parts (remember- the localplayer can only see those parts assigned to them and every other player has his/her own parts that are running their own positional values) this then goes to the server and the server creates (only in 1.4) 4 parts and then assigns them to the player. but in this example the parts are already made and assign themselves to the only player. Then it uses Roblox gravity (really bad ik) and then uses that for rotational values. it is quite simple if you think about it.
I hope you have fun and make many fun ‘experiences’ with this on Roblox! i was reluctant at first to release this but after some players making contact and asking for it, I finally agreed. this again should be a thing everyone has complete access to and should be able to use freely. -side note- if you use this credit would be much appreciated although not necessary. also if the boat is not floating and is just stuck its because of the sleeping issue in roblox studio, should work if you just join a actual server. 2.0 takes care of this though. Have a nice day! WorkingOceanWithBoat.rbxl (196.9 KB)

5 Likes

waiting for 2.0 my sea based game really needs this!

texture was bugging out and didnt really look like water to me but other than that the movement was really convincing, nice job

Managed to create a multiplayer system and it’s pretty genius