Hi there fellas, this is actually my first post as a member ,
I am working on a game where the water mechanic has to be an absolute perfection. I am pretty set on using terrain water as opposed to programming my own water, the reason being aesthetic and reduction of lag in the game.
I have been playing with physics for boat models and have gotten pretty close to perfecting it actually, the draw back is the way I made the unions, despite being massless, some unions clearly demonstrate that mass is still in effect, as in the boat will lean a certain way based on how many parts are in the actual union. This led me to think about programming my own forces into the game, leaving the boats massless and the forces only acting upon them. I want to know how you guys handle buoyancy when it comes to terrain water, or what degree of custom forces you would implement, if any at all…
How do I handle terrain water? I turn the physics off and script my own water mechanics. You are able to keep the visual component of terrain water without the laggy functionality. Making your own water system will actually reduce lag especially if your use cases are limited to certain objects. Another added benefit is not needing to deal with the quirkiness of terrain water physics (which is what you’re running into now).
Sorry for the late reply, but would you program forces from the water acting against objects that fall within the water zone, or would you have a module for physics with adjustable parameters based on object masses to have each and every object act upon the water, reacting to things like sea level and depth? Ive been playing with BodyGyro and BodyForce/Thrust and playing with them, im not convinced it is easy to make perfect buoyancy this way though(keeping realistic floatation and rocking).