Hello, After making my Sand Simulation, I was thinking about a water simulation. Roblox is not the best with water simulation, so I tried my best to make it as less laggy as I can, here it is:
(I had to upload it as 2 videos because of the file size limit)
Terrain Water is based in 4x4 stud voxels. Making it small like @AttackyDaBuilder wouldn’t work well.
If you post a link to the YT video that would be great.
I like it! Obviously this couldn’t be used in an actual game due to the amount of lag, but it’s pretty realistic. Even if the textures are just blocks, in terms of physics it doesn’t look bad.
I am trying to fix the lag, when the simulation happens it gets to about 5 - 45 PhysicsFPS, when it stop, it stays at 60 PhysicsFPS. So it is not bad, but It can be better.
(Btw, the simulation uses 900 of the nodes, witch all have 1 other part and 1 value, so in total is 2,700 Instances, 1,800 Parts, but after the simulation stops, it goes to only 900 parts.)
Edit: PhysicsFPS is from the Workspace:GetRealPhysicsFPS() function from the client.
That looks great in my opinion, have you thought of using a tri mesh to link them together in a way (I don’t know how optimised it might be but its worth a shot in my opinion)
Edit: If you would like I can send you a link to a model I made of a tri mesh
This is not going to work with what I have right now, but I think I know what you mean, And I am thinking of doing something like this, thanks anyways.