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Medios 1 para el artículo Dynamic Real Water
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Descripción

Complete multiplayer-replicated ocean framework GPU-accelerated FFT waves, per-shape buoyancy, drivable vessels, dynamic interactions (wakes, ripples, splashes, foam), surface masking, underwater caves, and pool/lake support, all driven by comprehensive data asset support.


OVERVIEW

Dynamic Real Water (DRW) is a high-performance, fully modular AAA quality C++ plugin for Unreal Engine 5, built to empower technical artists and developers with a physically accurate, realistic, 100% multiplayer replicated and deeply customizable water system for AAA games. Designed with performance and scalability in mind, DRW integrates compute shader–based FFT wave simulation, LOD-aware grid streaming, depth-aware rendering, and asynchronous physics into a single, unified system, giving you full creative control over water behavior, appearance, and interaction.


FEATURES

  • GPU-accelerated spectral wave generation using FFT.

  • Energy-preserving wave blending across Phillips, Pierson-Moskowitz, and JONSWAP spectra.

  • Runtime preset blending with easing curves and ready-state delegates.

  • Massive 256 × 256-tile coverage (approximately 16 km / 10 mi).

  • Dynamically customizable advanced grid management.

  • Discrete water bodies (pools and lakes) with per-body visuals and automatic buoyancy transitions.

  • Real-time specular lighting.

  • Physically based foam pipeline driven by Jacobian wave data.

  • Physically based caustics with chromatic aberration and interaction-coupled distortion.

  • Real-time water interaction layer for ripples, wakes, splashes, and physics coupling.

  • Dynamically responsive underwater system.

  • Async waterline system.

  • Per-actor water surface and buoyancy masking via SurfaceMaskComponent.

  • Custom physics body system with additive/subtractive collision shapes.

  • Physically accurate buoyancy simulation with per-shape force calculations.

  • Wake-driven coupling between floating actors, so a vessel’s wake pushes nearby objects.

  • Skeletal Mesh buoyancy.

  • Smooth landscape depth-map generation.

  • Modular vessel simulation with five hull types, four movement regimes, and four seat types.

  • Three shipped reference vessels (Dinghy, Runabout, TallShip).

  • Vessel-attached camera with horizon stabilization, speed-based FOV, and world collision.

  • Enhanced Input vessel input with quantized analog replication.

  • Niagara-driven spray system for strong wave impacts and object interactions (Experimental).

  • Full multiplayer support across waves, buoyancy, vessels, water interactions, and underwater effects, with no extra wiring.

  • Fixed-timestep buoyancy with configurable calculation rate (1–120 Hz) to match replication.

  • Client-side smooth replication for networked transforms without altering the authoritative simulation.

  • Replicated underwater masking.

  • Simple, drag-and-drop system.

  • Fully data-driven configuration through Data Assets for every tunable surface.

  • Modular actor setup.

  • BP_Drone default control pawn with built-in vessel possession and seat occupation.

  • Sequencer support.

  • One-node Blueprint Library for water-state queries and runtime control.

  • Categorized debug subsystem for force, velocity, and shape visualization.

  • Asynchronous GPU read-back.

  • Asynchronous task subsystem with distance prioritization and low-priority starvation prevention.

  • Multi-instance buoyant actor optimization for crowded scenes.

  • High quality optimization (Costs 2.7 ms on 3060ti in the editor).

  • Physically based AAA quality water.

  • A roadmap that will be continuously developed.

CURRENT LIMITATIONS (for now)

  • The mobile platforms are not supported

  • All platforms besides Windows are not tested for compatibility.

  • Water quality settings are not yet available. FFT resolution is currently fixed at 256×256.

Formatos incluidos