Vixen
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Engine · guide

Where the water surface is

One definition of the water surface — a body from a spline and a profile, a sea state from a spectrum, a field of height, flow and ground, and the evaluator that the renderer, the buoyancy solver and a gameplay query all call.

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  • Splines — A cubic Hermite curve with an arc-length table, the authored asset over it, and its two consumers — roads that deform a terrain and camera dollies that follow a track.
  • The terrain heightfield — One grid of 16-bit heights over an authored range, a stack of non-destructive edit layers, the paint channels and the hole mask.
  • Character movement — Turning a player's intent into a character that walks, jumps, crouches and slides along walls.
  • Floating things on water — Pontoons over Jolt, evaluated at the fixed step's water time — a component, a system, and the three orderings that are silent when they are wrong.
  • Swimming — One number written every fixed step — how much of a character's capsule is under water — and the movement mode that whole feature is made of.