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  1. Ocean Physics for Ship Simulation

    We are about to start a job where you pilot a ship. Has anyone done a working ocean simulation in Unigine, where the ship interacts with large waves (3 to 5m height), over a large area eg 2km x 2km. Options I have considered are: - Somehow use a small physics water surrounding the ship and any items (ships, yachts, logs) in the immediate vicinity, around 2km x 2km tile. This may be a pain as we will still have to somehow have the objectwater, non physics ocean all the way to the horizon. - some way to raycast objects onto the objectwater, non-physics ocean?? maybe from 3 points and average them for a ship. The boat would need to be controllable in these alternatives and other objects would still likely follow paths or wayfinding. I have looked at some of the demo samples and there appears to be 2 different options for a physical ocean. physicalwater and objectwatermesh. What is the difference and which is more suitable to a large scale ocean simulator?
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