Instant river flow in Unity3D using KWS2: Precomputed simulation with dynamic interactions

Hey everyone! I’m working on a game in Unity3D and I’m using the KWS2 water system. I’ve got this cool river feature, but I wanted to make it flow instantly across the whole map when the game starts. Here’s what I did:

  1. I precomputed the river simulation before the game starts.
  2. When the game loads, the river appears fully formed and flowing.
  3. I kept all the dynamic interactions intact.

Now players can do stuff like:

  • Stop the river flow
  • Add obstacles to change the current
  • Turn off the river source

Has anyone else tried something similar? I’m curious about other ways to optimize water systems in Unity. Any tips on balancing between precomputation and real-time physics? Thanks for any input!

Sounds like a cool setup for your river. I’ve played around with water systems before but nothing this advanced. The precomputed flow is a smart way to handle it. Have you thought about adding debris or leaves floating down the river? That could look really nice with the flow you’ve got set up.

That’s pretty sweet! I’ve messed around with water in Unity but nothing that complex. Precomputing the flow sounds smart for performance. Have you tried adding fish or other objects that react to the current? Could be a cool way to show off the dynamic stuff.

Nice work with KWS2! Have you thought about adding weather effects? Rain or snow interacting with your river could look amazing. Might also be cool to let players freeze sections of the water.

Sounds awesome! I’ve played with KWS2 before. Adding some floating debris could really showcase that flow. Have you tried tweaking the reflection and refraction? Those little details can make water pop.

Nice work on the river system! I’ve done some water stuff in Unity but nothing that fancy. The precomputed flow is clever for performance.

One thing you could try is adding some particle effects to really sell the flowing water. Like foam or bubbles near rocks and obstacles. Might look cool with the dynamic interactions you’ve got going.