Surface Transitions from water to air

Blitz3D Forums/Blitz3D Programming/Surface Transitions from water to air

Woot, found a simple solution, using a flipped cube.

Basicly I place the cube uderwater level ( starting at Y=0.0 ) and extending on the Y scale to MaxDepth + 1. The X and Z
are scaled larg enough to be outside of max fog range and inside max camera range.

The effect is a foggy view underwater that apears to get clearer as you aproach the surface. Since all fog is off by
the time you break the surface your view extends to the horizon ( well about 1500 feet(500 units) anyway. )

I also added better fog control, support for skyshpere above water, and a couple mesh objects like a sailing ship ( witch I will use later for AI pathing tests) and some pillars.

Now to code the item dropper so I can add more complex things like old sunken ships and buildings, and try to add
some animals and plants. The animals will run on the pathing AI. All and all this is starting to shape up real nice. I even expect the network code to be in place by early next week ( this is actually the easy part for me. ).