Hey, I've been working on boat physics, and I was experimenting with smooth terrain water.
It was going great...
...until the water was going over the raft, and making it look unrealistic.
local x, z = 0, 0 game:GetService("RunService").RenderStepped:connect(function() y = 1.8 * math.sin((math.pi * 2) / 85 * x * game.Workspace.Terrain.WaterWaveSpeed / 10) * math.sin((math.pi * 2) / 85 * z * game.Workspace.Terrain.WaterWaveSpeed / 10) + 15 x = x + 0.18 z = z + 0.18 script.Parent.Position = Vector3.new(0, y, 0) end)
I've tried that, but it never seems to correctly float; it's either too fast or too slow. The original tweet I got this from is this
print((Part.Position))
look at the middle number and thats the height of the wave
im very positive it is this
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