Hey there, DevForum! ![]()
I recently migrated back to my original Roblox account, and I wanted to take the opportunity to share some of the work I’ve been doing under the hood for an upcoming pirate game.
Instead of spamming the forum with individual threads, I’ve compiled a 3-minute video showcasing the current state of the game’s environmental engine.
Here is a breakdown of the tech featured in the showcase:
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Seamless Bone Ocean: A custom Gerstner wave solution with Quadtree frustum culling. Features a custom swimming controller with buoyancy, drag, calm zones, and surface tension.
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Dynamic Weather System: Smooth transitions between clear skies, rain, snow, and thunderstorms. Lightning strikes are fully procedural, raycasted, and interact physically with the world.
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Verlet-like Cloth Physics: Bone-based cloth reacting to wind, players, and explosions. Includes a wetness system where cloths accumulate water, droop, stiffen, and dry out over time.

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Dynamic Wind & Gusts: Procedural wind drives ocean waves, ambient particles, and cloth physics. Features a ramping gust system for sudden, realistic weather shifts.
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Time Periods Engine: A day/night cycle smoothly lerping lighting, clouds, and sun rays across 11 distinct periods, complete with crossfading ambient audio.
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Procedural Camera Shake: A trauma-based system using multi-axis Perlin noise for smooth, non-repeating impacts with distance falloff.
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Physical Explosions: Detonations create ocean ripples, apply physical impulses to nearby cloths, and trigger camera trauma.
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Shooting Stars System: (Forgot to include this in the video! Uses orbital math to animate seamless arcs across the night sky. Trust me, it looks great.
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Keep in mind that this is a very early preview of the complete engine. I’m always looking to improve, so I’d love to hear your feedback, critiques, or questions about the technical side of things. More will be revealed in due time! ![]()