Agents and water

Except for developing a somehow innovative amusement park game, I also lead a session with my colleagues on the park where they get to learn a little about Unity and game development. This time I showed them the built in agent and path finding solution of Unity, talking about and showing basic game AI uses.

Moreover, since we have decided that our game is going to be a race along a hovering, down stream river, water is an important feature of the game. Thus it seems fitting to explore visual effects that result in a delightful water. I’ve landed in a blend between realistic water reflections, highlighted vertex intersection and a animated caustics effect.