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CREDITS.md

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DotCam : -Project creator -Ocean Manager -Ocean Shader -Ocean material

Handkor : -Initial Shader -Code for Buoyancy

TK-Master : -BuoyancyComponent -BuoyancyForceComponent -BuoyantDestrutible -Infinite Ocean System -Screen Space Reflections (SSR) -Planar Reflection support -Distance Blended Normals -Configurable Sets of Panning Normals (Small, Medium, Far) -Heightmap-based Seafoam & Foam Wave Caps (Thanks Tin Le!) -Cubmap-based Reflections (optional) -Exposed many parameters to BP_Ocean. - You can now easily switch between shader versions, change textures, normals, foam, cubemap, heightmap etc. -Underwater Distortion Effect -Underwater Caustics

EvoPulseGaming :

  • Current project owner/manager
  • IWYU compliance fixes
  • Conversion into the Environment Plugin Project (Seperation of Ocean Project into individual plugins, cleanup, de-bloating)
  • Physically correct sun/moon position code.
  • Several fixes and improvements to the sky system (eclipses, clouds hiding sun/moon, sun/moon/clouds hiding stars)

NilsonLima :

  • Various tutorials

Nadrugal : -Additions to the SkyDome

Burnrate (Justin Beales) : -AdvancedBuoyancyComponent

QuantumV : -BuoyantMesh

Komodoman : -Fish flocking AI and a variety of fish:

Project maintainers (past and current):

  • DotCam
  • Zoc
  • NilsonLima ​​​​​​​- EvoPulseGaming
  • TK-Master

BlueEagle :

  • Tons of code/project cleanup, conversion of ocean to cpp

Przemek2122 :

  • Refactored Buoyancy Component

Beskar_Mando :

  • New buoyancy system (In progress)

Snarf :

  • Fixed coding conventions on Fish System, fixed GetDayOfYear crash, moved underwaterbp to c++ for 2ms speed up (not imported yet)

Mordynak:

  • World Composition dev

BlueEagle (ajfurey) :

  • Converted Ocean BP Variables to c++, and project clean up

This system uses techniques from many tutorials, however it would not have been possible without the help of the following users (Especially Handkor, he deserves a lot of credit for this!): Handkor - https://forums.unrealengine.com/community/work-in-progress/6668-dynamic-physical-ocean?7440-Dynamic-physical-ocean= JBaldwin - https://forums.unrealengine.com/community/work-in-progress/2938-jbaldwin-ue4-content-preview-thread?2793-JBaldwin-UE4-Content-Preview-Thread= berna - https://forums.unrealengine.com/community/work-in-progress/12418-parametric-beaufort-scale-ocean?26317-Parametric-quot-Beaufort-scale-quot-ocean= ufna - https://forums.unrealengine.com/development-discussion/engine-source-github/4358-plugin-ocean-surface-simulation-plugin-vaocean?4181-Plugin-Ocean-surface-simulation-plugin-(VaOcean)=&highlight=vaocean Ehamloptiran - https://forums.unrealengine.com/development-discussion/engine-source-github/3775-project-fluidsurface-plugin?3609-Project-FluidSurface-Plugin= KhenaB - (dead link) https://forums.unrealengine.com/community/work-in-progress/18725-subside-dev-progress?47316-Ocean-Storm-WIP=&highlight=ocean+storm gregdumb - https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1735-tutorial-quick-time-of-day-setup?1613-Tutorial-Quick-Time-of-Day-Setup=&highlight=gregdumb and many others.

For those wanting more info on how the waves are created mathematically, THIS ARTICLE goes over everything. Specifically have a look at the section on "Gerstner Waves" for the actual equations that produce the waves. (dead link) http://developer.download.nvidia.com/GPUGems/gpugems_ch01.html (new link) https://developer.nvidia.com/gpugems/gpugems/part-i-natural-effects