
Note this is not using the technique demonstrated in HeightFieldFluidDemo, which models the water as a finite heightfield.
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Buoyancy is modelled by attaching floats to the body which simply apply a force acording to their depth below the surface at discrete points.
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boat
+ btRigidBody
+ Ogre renderable
+ floats
I don´t realy expected the topicstarter to give me the sorces, but may be the sources, even posible modified, are avaible somewhere and someone can say where to find them.c6burns wrote:Considering his last visit to the forum was 2 years ago, you might have to be contented with his explanation instead of his source.