Hi,
Glad it’s been useful.
If you set k2 to 0 the water is no longer connected to each other. So it needs to be greater than zero for they affect each other.
The dt is indeed to make it frame rate independent. Basically it follows the formula: speed*time=distance
It’s utilizing iids to access neighboring instances. So currently it works with only one body of water. I have a few ideas how to get multiple to work. One is to clone the object type for each pool and duplicate the events. Another is to store the iids in an array per pool to access neighbors. A third is to just use some instance variable that store the next and previous iid. Should be able to setup the last one with a loop at the start of layout.
I’ll mess with that later today.
Hi R0J0hound!
Thank you very much for your .capx!
I see this tutorial for Godot and I don't know What ways are better to do this work (tutorial link: youtube.com/watch
I work spring_water2 and make this: drive.google.com/file/d/1EQIIYflxQFAUU0oOHsz35Lftj-RkwZRw/view
I try to add physics and draw curve spline for water node and fix some problems but I can't do it T-T (for example I add floating for water, but it's too unbelievable and unnatural. when a rock goes up from the water, Waves down instead of going up!)
guys send some gifs and they are very nice!
we can do these in your capx?!
again thanks for your capx!