gheh. I could right one if you like. no promises of course. I might have alot of non-blitz work pretty soon. I was thinking about writing an example of this anyway. Also, I'd need to email it to someone who has webspace as I don't. Anyone have some good quad waves algorithms I can work with? I tried writing one a while back, but It didn't work out to well. I'd also need a bouy model to make it pretty, but for now I could use a sphere and a cylinder.
I admit that verlet physics may be overkill in simple situations like these, but it may induce that extra level of detail that makes a game really good. You could also add a verlet string down from the bouy to the sea floor. which isn't actually very slow. the main slow thing in verlet is alot of constraints, and a string only needs one per verlet. Also, it may in the end actually save time, as you might have had to debug a system that moves the bouy in a way simply using aligntovector and nothing else. what if a boat hit the bouy? you'd have to write specialized code to handle it. what if one bouy hit another bouy? more specialized code.
I admit that verlet physics may be overkill in simple situations like these, but it may induce that extra level of detail that makes a game really good. You could also add a verlet string down from the bouy to the sea floor. which isn't actually very slow. the main slow thing in verlet is alot of constraints, and a string only needs one per verlet. Also, it may in the end actually save time, as you might have had to debug a system that moves the bouy in a way simply using aligntovector and nothing else. what if a boat hit the bouy? you'd have to write specialized code to handle it. what if one bouy hit another bouy? more specialized code.