The BioShock-Hydrophobia Thread (X360)

Discussion in 'Smartphones, Computers, Gaming and Networking' started by Mike Parent, May 29, 2007.

  1. Mike Parent

    Mike Parent New Member

    Continuing along from the HTT topic discussing water tech and these two games...

    From a recent Hydrophobia Dev Interview - you should read the whole thing but here are the juicy bits:

    Gaming Engine
    • The water looks and behaves EXACTLY like real water
    • Real-time lighting and shadowing, volumetric lighting, fogging.
    • Environment is mathematically defined - yielding: big worlds, on the fly procedural texture changes (deform and re-texture / remap the entire environment in real-time!)

    "HydroEngine" (3 years in development)
    • Water has flow, with real-time ripples
    • Meta-ball splashes that self ripple
    • Foam where high energy water fogs the surface
    • Emergent behavior eddies
    • Surface and subsurface particles (up to 600,000)
    • "Wet mapping" - water darkens the texture, dependant on the absorbency of the material - non absorbent material it will coat with a film of water which then sublimates into drips).
    • Specular reflection, object and environment reflection and refraction
    • Dynamic caustics both above and below the water
    • Dynamic changing surface wave patterns


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