NatureGL Islandv1.1.0

Playing

Swimming and diving

Walk into deep water and you start to swim. Dive, and the camera goes under the surface into NatureGL Water's underwater view, with sea grass, coral, fish schools and a humpback whale.

The underwater scenario, 7 m down beside the humpback. The two fish schools travel with the whale; two more hang over the bommies.

#From walking to swimming

You switch to swimming when the water under you is more than 1.45 m deep and your body is more than 1.2 m below the surface. You switch back to walking when the depth under you drops below 1.25 m. There is no key for it.

At the surface you float with your eyes just above the water. The HUD mode chip reads Swimming, and Diving once the camera is under water. A depth gauge appears on the left while you are submerged.

#Swim controls

InputAction
W A S DSwim at 2.3 m/s. Under water you swim along the view direction, so look down to go deeper.
Shift (held)Swim at 3.8 m/s
C or Ctrl (held)Dive at 2.2 m/s
Space (held)Rise at 2.2 m/s

Under water there is a gentle buoyancy of 0.35 m/s, so you drift up when you stop. You can't go through the sea floor.

#What's down there

FeatureWhere it comes from
Caustics on the sand, reef, coral and sea grassNatureGL Water's caustics.patch(material)
Underwater fog and light shaftsNatureGL Water's underwater pass. The game deepens the fog colour and sets the density to 0.021 /m so the floor reads 20 m down.
Sea-grass meadowsAbout 9 000 instanced strap-leaf clumps between 2 and 17 m deep, swaying with a slow surge (src/world/seagrass.js)
CoralFour procedural types (staghorn, brain, sea fan, tube sponge) round the reef rocks, and big bommies along the whale's route (src/world/reef.js)
FishSchools over the reef and with the whale: 140 on low up to 600 on ultra (src/life/sea.js)
Humpback whaleCruises the south-west drop-off
Marine snowDrifting motes around the camera, drawn only under water (src/world/marineSnow.js)
Sand ripplesShading and normal perturbation in the ground shader

#Exposure under water

Above water the display exposure comes from NatureGL Sky's light meter. Under water that meter says nothing useful about the light down here, so IslandGame pins the display exposure close to 1.0 as the camera goes under. Every dive looks the same whatever the time of day. See Composing the libraries.

The underwater scenario frames the whale from 21 m off its inshore flank, slightly ahead, tilted down to show the floor.