What a lovely creation! Can’t wait to use it for my next game, escape shark obby! Do you plan on ever adding sea foam to it?
yes, he does (he said that in my dms)
Yes, yes I do. So I’ve been thinking about how to implement the foam for quite a while. I’ve been specifically setting my eyes on 2 methods:
- The more performant one, but less accurate method: basing it off of height - The way NVIDIA went in GPU Gems 2
- The less performant one, but more accurate: using a Jacobian determinate
Eventually thought I decided to go with the way that NVIDIA went, basing it off of height. I mainly chose this since if you look at a Jacobian graph (image below) it closely resembles the height, and if we just use the height, something we already have available without extra calculations, then we’ll be able to implement it with minimal performance loss.
(Tessendorf 2001)
And here’s the finished product: (I forgot to invert the values )
I’ve come back to this project, …for like the third time. A few changes were made and more may come. Most of the work is going to be on optimizing some of the math and caustics, as you can see I’ve actually already done something with the caustics. I’ve made them blend into the texture of the seabed (Texture size is still limited to the Mesh resolution).
Although this is not done without issues, if you look closely some of the rocks don’t tend to behave how they should be. This is because they’re in a different UV position on the texture. The way to fix this would be to get the UV of that specific vertex and change the texture there. Which isn’t currently possible, as the only transformation between UV and World space is by getting the UV space of a Vertex. But since each vertex is not a single pixel on the texture, that won’t work. Meaning, that this is best used on a UV map that is a top down view of the mesh.
For the near future, I’m planning to make the caustics take in account shadows. Let’s also not forget that we’ve still got an entire underwater to make, this is only the start. In the upcoming days and weeks I’ll mostly be focusing on the underwater parts of this, so detecting if you’re underwater, caustics accounting for shadows, and an underwater effect. Hopefully by the next post I make all or at least some of these things will have been already finished.
it looks great but why did the game in both studio and roblox broke tho?
So, it seems that a recent major update to both the Editable Mesh and Image has broken everything, not surprised since it was (and still is) a beta feature.
I’m going to be gradually fixing it, hopefully you’ll also see improvements in performance, or at least I’m hoping so. Looking at the new API, it seems that it’s a lot more verbose. I’ve already got the movement and color of the vertices back in a working state and I’ll be gradually fixing the other features.
Everything is now in a working state!
This whole new API change felt really rushed and unstable, the previous version was much more reliable and better to work with. I’ve had to hard code certain things such as the image resolution, because they’ve decided to remove the Resize() function and not create an alternative (yet). I’ve also decided to hard code stuff like the VertexID, NormalID and ColorID, so that may break in the future, so I’ve already prepared a non hard coded version. Honestly I slightly hope that there’s a new API update, not because I’m some sort of masochist who wants to rewrite it again, but because this new API is utterly garbage. It’s unnecessarily complex and verbose, while missing past features and being more unstable than before. While containing even more bugs than the past version, obscure bugs such as the mesh not rendering if all the vertices are on the same Y level, texture content not changing if you use CreateEditableImageAsync instead of CreateEditableImage, color values went from 0-1 to 0-255 for some reason.
I’m unsure of the performance improvements, mainly because I’m using a VM, but from the performance I’ve seen it seems to be better than before.
its not working any more do you know why
I just tried it and it seems to be working fine for me. Although, I did also fix an issue with WaitForChild returning an infinite yield, so if that was the issue it’s fixed now.
If this didn’t fix it then could you copy the errors from your output and any steps to reproduce it?
its still not working do you know why
Thank you, been wanting to test it out. I was talking to DevVexus about it and if we do a bunch of optimization(Lerping, etc) methods we could get it at a stable rate mabye even for a game.
I believe this is your issue, accounting the fact that IcyMonstrosity doesn’t have the issue and you do.
If it is, I haven’t found a solution.
I’m not aware of any ways to give you permission to use the image, no clear way to do it through the development items menu at least. Best I can do is give y’all the image and then have you import it yourself and modify the floor texture variable.
PS: image is 96x96, because Roblox cannot implement a full API update and didn’t include a lot of features for EditableImages, including the resize function
How did you get the caustics to cast onto parts on the sea floor? i.e how did you get the caustics texture to appear on top of parts on the floor
The caustics themselves sadly don’t adapt to other parts, they only work on the floor texture. I’ve thought of adding that in, and maybe even casting shadows but the performance costs would just be through the roof.
If you’re curious on how I change the texture then I just simply cache the texture buffer and write the RGBA depending on the dot product of the normal and sun. (with an offset)
YOOOO!!
Roblox just published an update making In-Experience Mesh & Editable API available in live experiences!
Now you can fully check out the experience yourself without any tinkering
I’ve also witnessed it being quite unstable, working for some people while not for others. Confirmed that it’s an issue with mobile
DAMN
Hey man, i was wondering, when reading through your code (at the moment im experimenting with editable meshes myself), I have 2 questions, one,
how did you come up with those numbers that are applied to the vertexID inorder to find the relating id, eg the color id or normal id,
and question 2, would finding this out fix my current problem with my flipbook-based fft ocean
problem:
For some reason each of the IDs (Vertex, Triangle, Normals) have different starting positions, I got this number just by subtracting that offset. There’s also a version without the hard coded values which has to index a table each time it wants to get the relevant ID. This was primarily a slight performance decision, it’s a lot better to just add N rather than indexing a table with N.
Potentially? I’m unsure of the cause of the issue you have but the UV coordinate of the vertices might be the issues. I don’t actually use UV coordinates here, since the color is based on the vertex.