Sorry -- I don't mean to drown y'all with yet another question about fluids.
Pick your poison, or Different strokes for different folks. I have noticed that different level designers will use different formats for their water surfaces. Some folks use fluid surfaces -- makes sense to me. But others have very effectively used either sheet static meshes or sheet BSPs for their water surfaces. Any of the three can be made to look pretty kewl -- by that I mean if we are talking about game immersion -- excuse the pun -- any of the three methods have been used by RO Level designers to successfully give players the sense that they are looking at something that looks like water.
So why not stick to fluid surfaces? What advantages or disadvantages are there to the three ways of presenting a water surface? Enquiring minds want to know ;o)
Pick your poison, or Different strokes for different folks. I have noticed that different level designers will use different formats for their water surfaces. Some folks use fluid surfaces -- makes sense to me. But others have very effectively used either sheet static meshes or sheet BSPs for their water surfaces. Any of the three can be made to look pretty kewl -- by that I mean if we are talking about game immersion -- excuse the pun -- any of the three methods have been used by RO Level designers to successfully give players the sense that they are looking at something that looks like water.
So why not stick to fluid surfaces? What advantages or disadvantages are there to the three ways of presenting a water surface? Enquiring minds want to know ;o)