Very nice video, your experience is showing in the project how much time you dedicated to game development I'll hope more creaters like you show up in the recommendation
2:40 An easy way of putting a time limit are supplies. Eg you have a crew they consume X supplies per day If you really want to give a few diffrent style of gamesplay (safe, risky, etc). You can split the supples into different catagories Food, self explanitory can only pick up in port of specail points Water (historically ships would pack water but they would also use their sails to capture water while on voyage), This would force safer gameplay unless you would risk/chance you'll get a strom and refill your water while at sea Materials, If you want to set a limit on how long you can spend on a map this is going to create a contraints to work against Delivery good. It might be you carring something perisable, therefore play fast, or general good no real time limit
I picked up Unity a couple of days ago to mess around with mini-games. This already looks incredible. Wishlisted, and I can't wait to see to see your next video.
woow nice devlog, short and informing steps with sources if i want a deeper dive, glad youtube recommended you to me, nice soothing voice and chill background music 10/10, nice ocean
Looks amazing! Another idea to add interest would be to have a tide cycle along with the day/night cycle? That way you could have some routes becoming navigable part of the time (like some rivers and channels are). Really loving the aesthetic!
I really like the vibes. I think small ships and water stuff is underrated. One of my fav game being a kid was Wave Race. I still think the water physics in that game were awesome for the 64. IDK if time limits would be great? It forces a particular type of appreciation of the environment, ship, etc. Can't play chill under time stress. Anyway I'm just a nobody so whatever. Good job on the project and good luck.
It's really cool dude! Beginner? XD What I like the most are the reflections of the water and the idea of game where you place yourself observing the environment. Good game work and good edit explanation, congrats!
i was listening to you describe the initial main idea for the game, and i thought huh, that sound's like that awesome plane game by that other dude. and then it popped up your screen! sebastian lague! good luck with your project, enjoy the journey :)
This game looks really pretty! You could add some storms in the game for certain areas that would be faster for certain destinations but would be more risky. Maybe you could also upgrade your ship with the money you get from delivering stuff. Some deliveries might be more urgent but give more money, etc. Just throwing some ideas, haha. I think it would be kind of boring though if one player could only look at the map while the other controls the ship. Maybe the other player could also repair the ship as well or maybe they could use a telescope to see farther ahead of the player controlling the ship. They could warn them of rocks coming up ahead, etc. Not sure if combat would work in a game like this if delivering stuff has a time limit- especially if there's already other obstacles to avoid.
Or the combat could work perfectly, because the player have to choose between a faster(and riskier) or a safer route depending on the time. (sorry for my english, if it's bad)
Dude i actually started my own sailing game using your unity buoyancy tutorials from a few years ago, came up on this devlog and didnt even realise it was the same guy until i heard the voice 😂
When I saw this video pop up, it instantly made me think of when I made ReSail with Snuti for the Brackeys GameJam 😊😊You don't see too many sailing games out there ❤
Phenomenally well put-together video; I've been working on my own small project that will involve a heavy amount of "the screen is full of ocean" and have been dreading the looming pile of work where I have to make the water look like water. This video really helped make the process seem a _tiny bit_ less daunting and gave me a lot of great links to read up on (specifically the gerstner waves). I'd love to see a more detailed breakdown of your shader generation in your graph, either as a video, github file, or a unity store asset.
Just found this looks pretty cool, an idea I had was that the time limit would be a storm that’s would surround the level and then slowly close in as time passed or until the timer ends and the storm would damage and then eventually sink or capsize your ship. You should also check out windbound for some inspiration cause it’s got a pretty good sailing mechanic
Really neat concept, keep it up! I have some game titles that could work if not maybe spark another idea. Island Courier Ship to Shore Deliveries Island Hopper Coastal Courier Island Express
Very nice, with a game like this id really focus on making the first level or part of the game super easy and self explanatory and then quickly ramp up the dificulty.
I'm loving the art style for this game and your mini tutorial on how you made the ocean helps a lot as I find myself struggling to make one look natural. One question tho, is it possible to make the waves more random. Like if you view the ocean from top down all the waves look samey, so it is possible to make it more dynamic? Another question I have is about the gameplay model, the one where one player has the map and the other gets to man the ship, like wouldn't it be a little boring for the map player to just look at a map and waiting for the other person they're playing with to get to the place/give feedback all the while they're just staring at a piece of paper. It worked for keep talking and nobody explodes, maybe it might work here too but I'm just asking.
Maybe you could try to offset each vertice vertically a bit using a perlin or ridge noise texture? Or use a normal map with a noise texture? Something that wouldn't really change the shape of the waves but would add some detail I guess... idk though
Hi :) Regarding the look of the ocean, I'm not too worried in my case as there will be no open sea and the landscapes will be filled with enough details that the repetiveness of the water shouldn't bother the player. If I wanted to make it a bit more varied, I think I would just use a, big, low-detail, noise texture to slightly vary the waves' amplitude and the color over the surface. But I think all in all the sea is repetitive by nature, which can be hard to keep visually interesting in a game Regarding the gameplay, you're quite right, there should definitely be additional gameplay elements for the 'map' player to keep things interesting. It would also ideally impact the boat controls, like maintaining the boat in some way (which would otherwise slow down) for example. One thing I'll have to try and avoid though, is to just make Sea of Thieves, but less good ;)
i think it could be neat to have the skill needed for harder game modes be based on dead reckoning used by sailors historically. larger maps or maps with more fog would make it less about looking at the map to find the thing you are closest to, and more about learning the place (especially if you go thru the same area many times) and estimating where you are based on how fast you’ve been going
hey i love the way your game look and feel cant wait to wish list it, i also wanted to know how long did it take you to get to the point you are in game development today. And i think a video like 'how i learned to make game ' would be really good for the channel.As some one who draws a lot inspirations from other projects i cant thank you enough for the fuel that you have provided. Best of luck in the feature development of the project.
I like the idea of not having an "active" minimap, but I think the player should be allowed to have some tools to help figure out their position like for example a compass
Don't use a top down camera to render the foam and shoreline, use a command buffer instead, since the camera has some overhead for a ton a things you don't need and with a command buffer you can specify a orthographic view and project matrix, you then render by specifying the mesh and material and it does the same thing but faster
9:52 This pretty much sums up the pain of gamedev lol. I spent a lot of time the other day trying to debug something, only to find out I wrote [y, y] instead of [x, y]
The asymmetric gameplay sounds Interesting, but the player with the map would need to have more to do, maybe manage rations? That could also function as the timer too.
Great vid... What feel are you going for in this game? I feel like a time limit would make this game more stressful when the vibe actually seems chill? Would be cool if you just doubled down on the chill feel.
Maybe this could be an open-source asset or something, because there is only one stylised URP shader for oceans, and I never figured out buoyancy. I see you worked hard on this, so no pressure. Can you make a tutorial on how you make such good lighting aswell?
hmm is that a blue slime that oddly looks like rimiru? and also thats a wierd flame ball that oddly looks like a black flame ball? im starting to see a resemblance...
I did enjoy the video. But it does stress me out to imagine playing a ocean mailman game with no map where you can't remember locations with a time limit. Like, I know everyone is different, but that's my worst nightmare. Haha. Either way, your ocean is amazing and it honestly is inspiring me. Maybe one day I can put all this linear algebra to use like you sir.
Très sympa comme vidéo, c'est marrant j'avais eu la même idée mais pour un jeux mobile plus axés sur des batailles contre des pirates en coopération avec un autre joueur. Des recherches de trésors ect ... Mais je dois avoué que je débutait donc j'ai vite arrêté car trop complexe.
Can you suggest methods to rotate boat to left and right side? (I mean, swing effect based on paddle direction) I use simple transform.Rotate() , but it somehow changes my whole boat.. Nose go up each time I swing paddle :X And I can't find solution...
i watched that augmented gerstner waves and my mind was blown by it. i always played around with gerstner waves, but i could not find a way to make it realistic. until i saw that video. after that i ran unity and made a script that does the exact same thing on the video, i randomized parameters and made like 512 waves. it was realistic as fuck. and i was like, damn boy was it this simple after all that struggle for the past months. do you know a way to make gerstner waves tileable? I'm trying to save them into render textures using compute shaders to like, calculate normals, since i want the ocean extend all the way to the horizon, and if i have a lod mesh, the less vertices there, more terrible the normals look. displacement is also fucked, but thats nothing considering that it would be hard to see the geometry far there. and i thought maybe i could calculate normals into a texture and then instead of calculating every wave per vertex maybe i could just read it from the texture, that would solve the terrible look, and that would also increase the performance. but then its not tileable. i cant get a seamless texture out of it. maybe there are ways but i havent discovered that yet.
hi. i wrote a comment here a while ago i just realised that. i am making a game with waves as well. at first i was using gerstner waves for the whole ocean. i was simulating 32 waves per vertex. i had an lod system. and i was getting 30 fps.( my pc was struggling ) its because i had to do it per vertex. so instead of that, i could just bake the displacement into a texture and sample it just once to get the displacement. see? instad of 32 sin calculations, i would just do 1 texture sample. but because of the wavelengths and frequencies are different, its like impossible to get a tileable texture. so that's why i tried to learn implementing FFT ocean. In this few months i was busy experimenting with FFT ocean, with help of Jerry Tessendorf's paper. after i built FFT ocean(sized 256x256), i got 2 cascades of 3 displacement textures(x,y,z components) and 5 derivatives(dyx,dyz, dxx,dxz,dzz) which i use dyx and dyz to generate normals, dxx dxz and dzz to simulate foam. i was able to run the game 60+fps pretty easily. ( i switched to an unlit shader from a surface shader though so maybe thats a plus for the performance) so doing FFT ocean was actually 2 times faster than simulating 32 waves per vertex, performance wise. and of course i got something thats on sea of thieves level. that's something to tell.
Great video. Please think about removing the introduction portion of your future videos. 22 seconds that was basically summarized by just reading the title of the video.
Looks really nice and the idea behind it also sounds interesting. I'm actually also working on a game that's about sailing (well not really sailing as in a sailboat, but as in a naval vessel crossing the seas). My games won't be that stylized, so I'm actually thinking of having some more detailed waves, which will mean I will need a lot more waves. I've actually already looked at this video ua-cam.com/video/kGEqaX4Y4bQ/v-deo.html and it seems to suggest for something like that to be viable, I need to use an inverse fast fourier transform to convert a frequency spectrum directly into the final wave sum, lowering the time complexity to O (n log n). I've in the past weeks been researching about the fourier transform and the math behind it (since it has quite a bit of math I'm not used to) and I was wondering, in your system, how many waves and vertices can you add before performance becomes problematic?
Hmmm... I can try to test some things (DM me on twitter or discord), but it definitely seems like FFT would be a much more efficient solution for a realistic take on the ocean. You can also maybe take a look at the Crest system which is available for free on github if I remember correctly (the built-in version), to take a look their approach. I'm not sure about their license though
as a dodo and a game dev, this is good
as a doodocina, i confirm
@@doodocina as a ×)(?>/;#* I concure
@@doodocina as a Frog master, I can confirm
Very nice video, your experience is showing in the project how much time you dedicated to game development I'll hope more creaters like you show up in the recommendation
Yeah, just got this recommended and i subbed
2:40 An easy way of putting a time limit are supplies.
Eg you have a crew they consume X supplies per day
If you really want to give a few diffrent style of gamesplay (safe, risky, etc). You can split the supples into different catagories
Food, self explanitory can only pick up in port of specail points
Water (historically ships would pack water but they would also use their sails to capture water while on voyage), This would force safer gameplay unless you would risk/chance you'll get a strom and refill your water while at sea
Materials, If you want to set a limit on how long you can spend on a map this is going to create a contraints to work against
Delivery good. It might be you carring something perisable, therefore play fast, or general good no real time limit
I picked up Unity a couple of days ago to mess around with mini-games. This already looks incredible. Wishlisted, and I can't wait to see to see your next video.
woow nice devlog, short and informing steps with sources if i want a deeper dive, glad youtube recommended you to me, nice soothing voice and chill background music 10/10, nice ocean
Hey, thanks for the shout out! Very interesting devlog, looking forward to see what you do next. Looks great so far, good luck with the game 😊
This is so beautiful, your art is really incredible!
I LOVE the idea of the random map and having to figure out location by paper. It is so simple yet so rarely done.
Looks amazing! Another idea to add interest would be to have a tide cycle along with the day/night cycle? That way you could have some routes becoming navigable part of the time (like some rivers and channels are). Really loving the aesthetic!
Good job on making this video! With such high quality vids popping up out of nowhere I am inspired to make a devlog of my own game!
This game concept is very interesting and sound’s really fun. Looking forward to see how your project turns out.
I really like the vibes. I think small ships and water stuff is underrated. One of my fav game being a kid was Wave Race. I still think the water physics in that game were awesome for the 64. IDK if time limits would be great? It forces a particular type of appreciation of the environment, ship, etc. Can't play chill under time stress. Anyway I'm just a nobody so whatever. Good job on the project and good luck.
Love your breakdown and listed resources! Super helpful for making my own water shaders as well, thanks
Amazing! All of this in the first devlog, can't wait to see whats next!
This video is amazing! I love the way you stylize your games and I can't wait to see more devlogs in the future.
This game looks so beatiful. Noice job
Wow this looks really nice already! Definitely gonna stick around to see the progress on this.
It's really cool dude! Beginner? XD What I like the most are the reflections of the water and the idea of game where you place yourself observing the environment. Good game work and good edit explanation, congrats!
I love it,
Games like this have captured my fascination
i was listening to you describe the initial main idea for the game, and i thought huh, that sound's like that awesome plane game by that other dude. and then it popped up your screen! sebastian lague! good luck with your project, enjoy the journey :)
I loved the chill vibe you had on this video and your voice is so nice, great video!
glad I got this recommended, it's nice
great video, cant way to see future devlogs!
I love the idea of this sailing game. Keep it simple and allow us to just get lost in the sailing and navigation.
This game looks really pretty! You could add some storms in the game for certain areas that would be faster for certain destinations but would be more risky. Maybe you could also upgrade your ship with the money you get from delivering stuff. Some deliveries might be more urgent but give more money, etc. Just throwing some ideas, haha. I think it would be kind of boring though if one player could only look at the map while the other controls the ship. Maybe the other player could also repair the ship as well or maybe they could use a telescope to see farther ahead of the player controlling the ship. They could warn them of rocks coming up ahead, etc. Not sure if combat would work in a game like this if delivering stuff has a time limit- especially if there's already other obstacles to avoid.
Or the combat could work perfectly, because the player have to choose between a faster(and riskier) or a safer route depending on the time. (sorry for my english, if it's bad)
I would play this game! The water looks amazing
Sharing strange outcome of code "mistakes" might be the funniest part of indie devlogs 👌
Dude i actually started my own sailing game using your unity buoyancy tutorials from a few years ago, came up on this devlog and didnt even realise it was the same guy until i heard the voice 😂
When I saw this video pop up, it instantly made me think of when I made ReSail with Snuti for the Brackeys GameJam 😊😊You don't see too many sailing games out there ❤
Phenomenally well put-together video; I've been working on my own small project that will involve a heavy amount of "the screen is full of ocean" and have been dreading the looming pile of work where I have to make the water look like water. This video really helped make the process seem a _tiny bit_ less daunting and gave me a lot of great links to read up on (specifically the gerstner waves).
I'd love to see a more detailed breakdown of your shader generation in your graph, either as a video, github file, or a unity store asset.
Love your art styles
Take your time, no rush ;) Looks pretty cool and also wishlisted mona ;)
Your art style is really nice
3:30 this sounds like a perfect breeding ground for ruining relationships, I love it!
Beautiful work man.
this looks so fun ngl
Wow, this looks cool! If you ever need any music later on during development, I would be happy to make some.
Dude this looks awesome
Looks nice! An idea: start with short "day trips", then later you can get a sextant and navigate by the stars.
Just found this looks pretty cool, an idea I had was that the time limit would be a storm that’s would surround the level and then slowly close in as time passed or until the timer ends and the storm would damage and then eventually sink or capsize your ship. You should also check out windbound for some inspiration cause it’s got a pretty good sailing mechanic
This idea of no ui feedback and use enviroment awareness sounds awesome!
Really neat concept, keep it up! I have some game titles that could work if not maybe spark another idea.
Island Courier
Ship to Shore Deliveries
Island Hopper
Coastal Courier
Island Express
the game look so good good job!
that was interesting. Please, more
Looks great, nice devlog! Always cool to see what fellow game devs are up to. +1 sub
Beautiful.
cant wait to play!
now you need to make a waterline effect lol! AWESOME video btw really love it! please make more
Great video, man! I'm actually starting my game dev series too, and I came across your channel. Wish you lots of success! 😉👌
Great looking game, reminds me of AER Memories of Old
Very nice, with a game like this id really focus on making the first level or part of the game super easy and self explanatory and then quickly ramp up the dificulty.
Awesome! :D
I'm loving the art style for this game and your mini tutorial on how you made the ocean helps a lot as I find myself struggling to make one look natural. One question tho, is it possible to make the waves more random. Like if you view the ocean from top down all the waves look samey, so it is possible to make it more dynamic?
Another question I have is about the gameplay model, the one where one player has the map and the other gets to man the ship, like wouldn't it be a little boring for the map player to just look at a map and waiting for the other person they're playing with to get to the place/give feedback all the while they're just staring at a piece of paper. It worked for keep talking and nobody explodes, maybe it might work here too but I'm just asking.
Maybe you could try to offset each vertice vertically a bit using a perlin or ridge noise texture? Or use a normal map with a noise texture?
Something that wouldn't really change the shape of the waves but would add some detail I guess... idk though
Hi :)
Regarding the look of the ocean, I'm not too worried in my case as there will be no open sea and the landscapes will be filled with enough details that the repetiveness of the water shouldn't bother the player. If I wanted to make it a bit more varied, I think I would just use a, big, low-detail, noise texture to slightly vary the waves' amplitude and the color over the surface. But I think all in all the sea is repetitive by nature, which can be hard to keep visually interesting in a game
Regarding the gameplay, you're quite right, there should definitely be additional gameplay elements for the 'map' player to keep things interesting. It would also ideally impact the boat controls, like maintaining the boat in some way (which would otherwise slow down) for example. One thing I'll have to try and avoid though, is to just make Sea of Thieves, but less good ;)
i think it could be neat to have the skill needed for harder game modes be based on dead reckoning used by sailors historically. larger maps or maps with more fog would make it less about looking at the map to find the thing you are closest to, and more about learning the place (especially if you go thru the same area many times) and estimating where you are based on how fast you’ve been going
Neat project. I bet it made you start thinking about quantum mechanics after workign with so many wave forms.
Looks dope good luck
Beautiful so far, can't wait for the next. Titles?
Charter, Navigater, Little Sails, Courier, Maritime, Voyage
Hope those ideas help!
Charter, Maritime and Courier are my favourite!
hey i love the way your game look and feel cant wait to wish list it, i also wanted to know how long did it take you to get to the point you are in game development today. And i think a video like 'how i learned to make game ' would be really good for the channel.As some one who draws a lot inspirations from other projects i cant thank you enough for the fuel that you have provided. Best of luck in the feature development of the project.
This is truly beautiful, wish you can work it through and eventually release it on Steam
Absolutely gorgeous looking. I would pay money just for a video of you going through your shader graph, do you plan on making a video on that?
very cool idea. do keep going
I like the idea of not having an "active" minimap, but I think the player should be allowed to have some tools to help figure out their position like for example a compass
Don't use a top down camera to render the foam and shoreline, use a command buffer instead, since the camera has some overhead for a ton a things you don't need and with a command buffer you can specify a orthographic view and project matrix, you then render by specifying the mesh and material and it does the same thing but faster
9:52 This pretty much sums up the pain of gamedev lol. I spent a lot of time the other day trying to debug something, only to find out I wrote [y, y] instead of [x, y]
The asymmetric gameplay sounds Interesting, but the player with the map would need to have more to do, maybe manage rations? That could also function as the timer too.
That shader looks complicated but fun
This looks cool
Also you got yourself a new sub, I'm interested in where this is going
Great vid... What feel are you going for in this game? I feel like a time limit would make this game more stressful when the vibe actually seems chill? Would be cool if you just doubled down on the chill feel.
There’s not that many games that challenge navigation skills, cool :)
Maybe this could be an open-source asset or something, because there is only one stylised URP shader for oceans, and I never figured out buoyancy.
I see you worked hard on this, so no pressure.
Can you make a tutorial on how you make such good lighting aswell?
Whoa, what was that drawing tool at 0:43?
hmm
is that a blue slime that oddly looks like rimiru? and also thats a wierd flame ball that oddly looks like a black flame ball? im starting to see a resemblance...
im talking about rimiru tempest from the anime and manga that time i got reincarnated as a slime
Awesome
mad good
It looks amazing so far 😊👍
Subbed, very classy video
Here's a little name idea I had, "Cartogra-sea" because cartography is the study and creation of maps and well, sea is self explanatory.
Can you show how to do the waves and the underwater effect?
I did enjoy the video.
But it does stress me out to imagine playing a ocean mailman game with no map where you can't remember locations with a time limit. Like, I know everyone is different, but that's my worst nightmare. Haha.
Either way, your ocean is amazing and it honestly is inspiring me. Maybe one day I can put all this linear algebra to use like you sir.
Do you know how meny Vertecies your Ocean Mesh has?
How did you make the water seemingly infinite?
good art bro
I'm subscribing.
Very cool. :)
Très sympa comme vidéo, c'est marrant j'avais eu la même idée mais pour un jeux mobile plus axés sur des batailles contre des pirates en coopération avec un autre joueur. Des recherches de trésors ect ... Mais je dois avoué que je débutait donc j'ai vite arrêté car trop complexe.
Coastal Merchant Marine
Can you suggest methods to rotate boat to left and right side? (I mean, swing effect based on paddle direction)
I use simple transform.Rotate() , but it somehow changes my whole boat.. Nose go up each time I swing paddle :X
And I can't find solution...
Elle est où la poulette alors au final ?
i watched that augmented gerstner waves and my mind was blown by it. i always played around with gerstner waves, but i could not find a way to make it realistic. until i saw that video.
after that i ran unity and made a script that does the exact same thing on the video, i randomized parameters and made like 512 waves. it was realistic as fuck.
and i was like, damn boy was it this simple after all that struggle for the past months.
do you know a way to make gerstner waves tileable? I'm trying to save them into render textures using compute shaders to like, calculate normals, since i want the ocean extend all the way to the horizon, and if i have a lod mesh, the less vertices there, more terrible the normals look. displacement is also fucked, but thats nothing considering that it would be hard to see the geometry far there. and i thought maybe i could calculate normals into a texture and then instead of calculating every wave per vertex maybe i could just read it from the texture, that would solve the terrible look, and that would also increase the performance.
but then its not tileable. i cant get a seamless texture out of it. maybe there are ways but i havent discovered that yet.
hi. i wrote a comment here a while ago i just realised that.
i am making a game with waves as well.
at first i was using gerstner waves for the whole ocean.
i was simulating 32 waves per vertex. i had an lod system.
and i was getting 30 fps.( my pc was struggling )
its because i had to do it per vertex. so instead of that, i could just bake the displacement into a texture and
sample it just once to get the displacement. see? instad of 32 sin calculations, i would just do 1 texture sample.
but because of the wavelengths and frequencies are different, its like impossible to get a tileable texture.
so that's why i tried to learn implementing FFT ocean.
In this few months i was busy experimenting with FFT ocean, with help of Jerry Tessendorf's paper.
after i built FFT ocean(sized 256x256), i got 2 cascades of 3 displacement textures(x,y,z components) and 5 derivatives(dyx,dyz, dxx,dxz,dzz)
which i use dyx and dyz to generate normals, dxx dxz and dzz to simulate foam.
i was able to run the game 60+fps pretty easily.
( i switched to an unlit shader from a surface shader though so maybe thats a plus for the performance)
so doing FFT ocean was actually 2 times faster than simulating 32 waves per vertex, performance wise.
and of course i got something thats on sea of thieves level.
that's something to tell.
sounds cool i would like to try it if you release
Game should be called "Alone at Sea"
hi any tips on how you approach your terrain?
Keep an eye out for the next episode :)
please some body help me in making water splash animations for a game, do i need to use blender, or something else,
Wow
I would put a compass.
Great video. Please think about removing the introduction portion of your future videos. 22 seconds that was basically summarized by just reading the title of the video.
i got a game name Shippin & Sailing
Looks really nice and the idea behind it also sounds interesting. I'm actually also working on a game that's about sailing (well not really sailing as in a sailboat, but as in a naval vessel crossing the seas). My games won't be that stylized, so I'm actually thinking of having some more detailed waves, which will mean I will need a lot more waves. I've actually already looked at this video ua-cam.com/video/kGEqaX4Y4bQ/v-deo.html and it seems to suggest for something like that to be viable, I need to use an inverse fast fourier transform to convert a frequency spectrum directly into the final wave sum, lowering the time complexity to O (n log n). I've in the past weeks been researching about the fourier transform and the math behind it (since it has quite a bit of math I'm not used to) and I was wondering, in your system, how many waves and vertices can you add before performance becomes problematic?
Hmmm... I can try to test some things (DM me on twitter or discord), but it definitely seems like FFT would be a much more efficient solution for a realistic take on the ocean. You can also maybe take a look at the Crest system which is available for free on github if I remember correctly (the built-in version), to take a look their approach. I'm not sure about their license though
Seems like, that your game is inspired by GeoWizzard (or GeoGuessr in general).