will water be physic based?

Will water use physic's to control water flow, for example when used in rapid ride. That it follows its own natural flow.

Or when we create a mountain with a water body. It will flow down the mountain and finally in another waterbody, same princepal as in rct 3?
 
Will water use physic's to control water flow, for example when used in rapid ride. That it follows its own natural flow.

Or when we create a mountain with a water body. It will flow down the mountain and finally in another waterbody, same princepal as in rct 3?

As yet, nothing has been confirmed... hopefully, we will discover new details with the new live streams that are expected soon [happy]
 
I'm all for physics based water if we're able to pump the stuff around to create rivers, water features etc. If there isn't the option of being able to do that then I think static water similar to RCT3 is the better option as I imagine it's less resource intensive. RCTW has physics modelled water and it's completely wasted there as you cannot do anything special with it, having the RCT3 water model would be better there as it looks better and is more controllable!
 
An interesting simulation aspect is how will water act with terrain.

The water has to fill to the same level in hole which are connected, but not with holes that are disconnected.

I have a crappy image to illustrate.

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The left holes should fill to an equal height. (even leaving the bubble of air which is under ground??)
The right tunnel should not fill with water?

How that is going to be calcuated is going to be very interesting.

Imagine now that all the holes are covered so there is a cavern under ground. What happens? Does the water remain underground?

Do some maps have a water table which when you dig below the hole fills with water?

I don't envy the devs and the challenge they've given themselves here.
 
water was fine in RCT3, why change it? it doesnt need to have realistic flow, its all pipework plumbing and pumps, but who wants to actually worry about that? anyway, I believe the DEVs already stated the water will work the same as in RCT3

@Lurker - i see what your saying, thats interesting but your over thinking it. Im sure if you try to edit terrain that has water in it, the water will be removed. I think thats how it was in RCT3
 
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Even as still water that could be difficult to compute.

Though it does depend slightly on what they mean by "not full water fluid simulation"
 
water was fine in RCT3, why change it? it doesnt need to have realistic flow, its all pipework plumbing and pumps, but who wants to actually worry about that? anyway, I believe the DEVs already stated the water will work the same as in RCT3

@Lurker - i see what your saying, thats interesting but your over thinking it. Im sure if you try to edit terrain that has water in it, the water will be removed. I think thats how it was in RCT3

I'd like to have the possibility of having flowing water (like a river) but I'm really not bothered about pipes and such like. If we were able to place a source and a drain then that would be ideal for me, but I'd be happy enough with a similar system to RCT3.
 
I think it would be really cool if water flowed naturally to where you have a waterfall, it shouldnt necessarily require a "source and drain" but the waterfall would direct the flow of the water. They also stated there will be water effects. Pipes with water flowing out or in could be a cool scenery object [up] but just as scenery objects (not in a realistic sense, I think that would be overly complicated)
 
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I would really like to see realistic rapids where you can actually create the gradually sloping & meandering terrain and let the water naturally flow through it for your rapids ride, rather than haviing prefab sections.
 
Let's also make sure that most people can still run the game as well without having them to buy super state-of-the-art hardware..
 
The fluid dynamics water in Cities Skylines is pretty cool but I believe they spent a lot of time on that and it is wasted on a lot of players. Static lakes/ponds with realistic reflections and maybe some variation in ripples or effects if a rollercoaster passes close by would be good enough for me.

Hopefully we will get log flumes in vanilla but I agree, they should not bother with rapidss until they do a 'Soaked' expansion, they were always rubbish in previous etc games. Perhaps they could work more intensively on the water dynamics then.
 
I believe that some of you are over estimating what we will receive for water and how complex true fluid dynamics are with current gaming tech.

They have already stated they are not doing full fluid dynamics which I would take as static water in the log flume for instance and the log moving across it.
 
I think it'd be a waste of resources to have it as a fully fledged feature. Computer resource would be far better used elsewhere i.e. keeping huge parks running lag-free. I would rather the emphasis be on the parks, rather than the water. As long as the water looks great, the dynamics of it and the physics of every digital drop is un-important. I can see a great way of using physics based water as a tool though.
How about a dynamic water generator tool? It could work as way of creating rapids, waterfalls, or fast flowing water. The way it would work is this,

1 You sculpt the land to make rivers, or lakes or what would be waterfalls.
2 You then click on the bottom body of water to fill it.
3 Click to fill the upper body of water.
4 The water then flows using the water physics until it reaches the bottom body of water.
5 At this point, it is saved as a looping animation and the physics engine is switched off as it isn't needed.

This way, you could have many water features in your park as they're all just animations and not a complex dynamically calculated set of fluid objects.

Or an even simpler system could be this,
1 You make the upper and lower bodies of water.
2 You click and drag between them
3 The tool generates a moving water animation between the two, joining the edges close to the terrain.

I just hope there is something so we can build waterfalls.
 
I think it'd be a waste of resources to have it as a fully fledged feature. Computer resource would be far better used elsewhere i.e. keeping huge parks running lag-free. I would rather the emphasis be on the parks, rather than the water. As long as the water looks great, the dynamics of it and the physics of every digital drop is un-important. I can see a great way of using physics based water as a tool though.
How about a dynamic water generator tool? It could work as way of creating rapids, waterfalls, or fast flowing water. The way it would work is this,

1 You sculpt the land to make rivers, or lakes or what would be waterfalls.
2 You then click on the bottom body of water to fill it.
3 Click to fill the upper body of water.
4 The water then flows using the water physics until it reaches the bottom body of water.
5 At this point, it is saved as a looping animation and the physics engine is switched off as it isn't needed.

This way, you could have many water features in your park as they're all just animations and not a complex dynamically calculated set of fluid objects.

Or an even simpler system could be this,
1 You make the upper and lower bodies of water.
2 You click and drag between them
3 The tool generates a moving water animation between the two, joining the edges close to the terrain.

I just hope there is something so we can build waterfalls.

Duplicated post: https://forums.planetcoaster.com/sh...fall-Rapids-Generating-Tool?p=80547#post80547
 
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