Posted By: Orange Brat

Wind simulator...UPDATED...9/29/03.. - 09/20/03 15:22
What exactly are the varying techniques, others have used, for creating wind? There isn't much talk about it and a search gives me 5000 hits because of the word "window".
I'm trying to develop a wind system that is totally random..somthing fast and somewhat simple that will affect models. Say I want a hanging light or a tree to sway in the breeze, but the sway should be totally random and dependent on the wind direction(and changes in direction). I suppose it could be coded for each entity as an action and assigned to the individual entity, but I like the idea of a global wind that is independent of the entities(or is it?) for whatever insane reason.
This almost sounds like a physics issue, though I haven't dove into that crazy place, yet.
I'm trying to develop a wind system that is totally random..somthing fast and somewhat simple that will affect models. Say I want a hanging light or a tree to sway in the breeze, but the sway should be totally random and dependent on the wind direction(and changes in direction). I suppose it could be coded for each entity as an action and assigned to the individual entity, but I like the idea of a global wind that is independent of the entities(or is it?) for whatever insane reason.
This almost sounds like a physics issue, though I haven't dove into that crazy place, yet.

I'll search again when I find the time.
I guess what I am most excited about is teh possibility to put in random grass clumps that "wave" in the wind. These clumps would all be client side generated and the wind process would jsut be client side fluff. It oculd be turned off or on to boost performance or reality and would really add a touch of eye candy to my somewhat bland attempts at level creation.