I'm a non-programmer - having programmed a couple decades ago on BASIC only
I hoped for some input which might be moderated between language appropriate to a programming newb and technical use which really communicates the ideas.
In part I hope for answers only to impact on my interest, but also that others - presumably of a more technical ability - might discuss and explore this idea as approproate and to their own.The scenario is this:
An in game environmental system simulating wind and it's affect on such as flora and aqua - as in blowing leaves/trees, rain flurry, and water surfaces.
I think, this would most simply/easily
be effected through something like a global switch - as in "storm=yes/no" the condition of which changes an object's animation appropriately - storm=no=normal tree animation/storm=yes=storm tree animation.
The negative impact of such a system is the utter lack of realistic behaviour in the reaction of such as a tree's movement to wind.
Like many things we/humans are able to distinguish 'unrealistic' behaviour from 'realistic' more often at a subconcious level - many times cinema CGI effects are discerned not because they are glaringly obvious, but because a suble 'tell' which we would recognise - such as in real natural phenomena - is lacking.The questions - at length:
Imagining, however appropriate, some system whereby wind is modelled much like a physical object - and exerts appropriate pressure on the environment and visual change. A system simulating the nature of wind to gust, and eddie, and to, perhaps, subtly deform the visual cues of the game - such as flora/fauna bending in a steady wind, or suddenly impacted by a powerful gust. In addition, the impact likewise on liquid systems - to dynamically blow spray, cause waves and ripples.
Do such systems exist?
Is such a system feasible - and how so?
How would you see something like this being programmed?
How about putting this into place in Crystal Space?
Thoughts, explorations, anti-aircraft fire very much appreciated