The more visually appealing part of this project is how the waves in the simulation will break and deform upon geometry. Looking into the matter reveals that there are quite a few ways in which a waves can break upon the shore-line, however this area is not something I wish to dedicate time to as it seems to be little visual difference in the effect.
What I do intend to dedicate time to is the force with which waves can crash into objects, as it will be the most visually impressive thing I can do with ocean waves. I do not intend to go as far tidal waves but I will strive for an interesting reaction when a wave hits a shore-line or other geometry.
From what I can see the collision response could be done in two ways; have particles and or mesh of the main body of water change, dependent on a collision. Or a better solution might be to have a different particle system created at the point of collision. The reason for this is that a single nParticle system will deform around the object but not react in an realistic manner (i.e. generate foam, or break apart without a huge force behind it). I believe another nParticle emitter should be created around the point of collision to simulate the change in the waves consistency (i.e. the spray and foam).
The first system could handle the base wave deformation around the
object, while the second could represent the change in water as the
force of hitting the object is applied to it. This method should save on calculations per second and will have it's own separate physics to manipulate making the management of the collision easier.
When testing wave collision with geometry it brought up an issue with this project, rendering or even working with nParticle systems is a taxing process for my computer, never mind when said particle system is extremely active. When testing the issue on my desktop, it struggled when simulating large particle systems colliding with rigid objects. To get past this, testing will continue but on a much smaller scale.
And I thought I was already testing on a small scale...
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