This looks nice for sure but the game is really laggy even though it’s so small. Unsure if this will be good for large games that want to do something like this.
oop, I forgot to mention, this might require a bit of a beefy PC to operate with minimal frame loss because the waves are all simulated locally. It isn’t that small, just roblox LOD is bad.
I may consider adding a LOD function into this to allow slower computers to see it smoothly
Oh, I took a look at the microprofiler and I see what you mean, I’ll work on something to try to minimalize that, probably only simulating the waves in a radius would work.
The physics load is shared among players, so with a full server I imagine the physics shouldn’t be very laggy. A majority of the lag is coming from rendering the water as the terrain is constantly being changed. Right now I’m working on a LOD system to address that.
Good job on it I really like it and its kinda fun. If you can, can you try fixing the issue with the water showing weird gaps its pretty distracting. Here’s what I mean.
I have something just like that, but it uses a mesh I made in blender as a wave. The downside is it doesn’t look great. But maybe after SurfaceAppearance is added, it will look nicer.
My wave uses raycasting on each end of the ship and points the Vector3 Positions to eachother. The wave is never laggy, and can be enlarged to “Stormy Seas” like in the movies. Perhaps try using your own meshes for waterrobloxapp-20200905-1643481.wmv (1.3 MB)