How would i go into making a surf game with wave physics

I’ve been searching lately about making waves that break but it seems that the content for making waves resumes into “Shaders and too much processing” and “Model the waves” but i’ve been playing a game called shorebreak and it has one of the best wave and character controller i have seen, it’s supposed to be physics based, it was created around 2013 as a windsurfing game and then turned into a surfing game, though it seems the project was abandoned in 2020 it’s one of the best waves i’ve seen, the waves are influenced by weather and ocean floor, it looks and feels natural to surf it’s waves
The game can be downloaded here: https://shorebreakblog.wordpress.com/
How would someone go about working something like this that simulates the wave and deforms a mesh?
Not only the wave but the character is physics based, so now we have a wave that is simulated and has it’s mesh deforming with a character that uses physics too?! It might be complex but if this game does it, it shouldn’t be too much of a performance issue, any ideas on how to achieve this?
Btw the waves on virtual surfing feels too much “virtual” to me(like the rc surfer in beefs tv), thus why shorebreak is so appealing with it’s physics waves.
And the shorebreak game may look terrible but what’s important atleast for me is what it achieved as a 2013 surfing game that new games didn’t

Look at the guerilla dev website, they have publication about they did their game. The follow up of horizon zero dawn, forbidden west, have crashing wave, they published a paper explaining how they did, you can take inspiration from the break down they do. You will need to adapt.

Found this:

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I’ve looked into megafiers through the old threads, but it doesn’t give me what I’ve been looking for wich is more of a sim kind.

Thanks , this is a really good paper! I didn’t know about this paper nor did know about horizon forbidden west(what a beautiful game) It helps me a lot

Here is a link to the research for wave simulations with real-time user interaction: http://www.cemyuksel.com/research/waveparticles/

Long story short, you’d need to look up old ocean demos from NVidia and DirectX and see if you can sample velocity/altitude at a given point.

If you can, you can make a surf game.

NVidia ocean demos were available as early as 2009.

https://www.youtube.com/watch?v=oNPJKBjuHIY

In terms of research papers I found this. It’s simulation based and has interaction with rigid bodies:

https://www.youtube.com/watch?v=Gk0AeRufsws

You can find the paper on Google Scholar and also other papers that have been based on it.

This project may be of use too: Storm Breakers : rough sea ocean engine - #9 by The_Storm_Rider

You might also looked at surf up making of and various talk they give for that movie.

Got a link?

https://advances.realtimerendering.com/s2022/index.html

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