Hello, i have been working on a project and within this project a rising water mechanic is quite a large part.
The thing is i think it would be really cool to have the water be able to spillover from one area over a wall to another once the first area is full. I could probably make some in editor system for this where every level is made with definitions for when this should happen but im real lazy and i’d rather just make a dynamic system for it so i don’t have to.
This system would really only have to deal with figuring out once the water has reached a level where it could spillover and then starting to fill it.
The problem is however hard i’ve been trying to wrap my head around it i can’t quite seem to get the logic of how that could work without building a full on water sim (this is not preferable since as i’ve said before im real lazy)
is there any logic that could be used to do this or am i doomed to either define edges or make a rather under utilised and performance heavy water sim?