Realistic water physics

Hello,

I was wondering if it is possible to get realistic water simulation in unity?
Basicly something like this: I want this water it’s at around 3:20 and further.

Is there seriouslt NO way this is able to be implented? can the engine do this?

thank you for reading and looking forward to constructive responses.

Hi nielscorn,

Basically, the engine can do everything (the limit is your knowledge in custom code and extensions).
However, I’m not aware of such a feature being built right in. The trick behind this water seems to be a good shater, physics-based mesh-deformation and possibly hardware tesselation.
Everything can be implemented, however not as fast and easy as the stuff Unity has built-in already.

Yeah, just code it!

If you mean the dynamic water flow and erosion in that video: yes, you can do that in Unity, in fact the concept is straightforward: just have an array with topography data and another array for water flow data, then have your program continuously adjust each point on both grids based on the behavior of the water at adjacent points. I.e., the water at each point on the map will flow toward the path of least resistance and interact with neighboring areas of water to form ripples or waves. Erosion is simulated by deducting a certain amount of dirt or rock at each point based on the speed and quantity of water acting on that point. Obviously the exact calculations are tricky if you want to make it realistic, but there are examples on the internet showing how it can be done, and there are many different ways to do it.