One Gerstner wave function drives both the visual surface and the physics, so floating bodies ride exactly the water you render.
Included:
- The
Oceanautoload: exact water height and surface velocity at any point, any time. Deterministic (network-friendly). - The
OceanSurfacenode: camera-following detail tile plus horizon skirt, no seams, no vertex swimming. OceanWaveProfileresources with calm and lively presets; swap seas at runtime.- The
FloatingBodymulti-probe buoyancy component with per-probe weighting and surface-relative damping. - Storm scaling from a single variable (
Ocean.storm_scale), with a stability guard that keeps buoyancy honest.
Quickstart: enable the plugin, drop an OceanSurface in a 3D scene, pick a wave profile, add a FloatingBody with four corner probes, press play. Sea level is world y = 0.
The full version of Ocean3D adds a path-following wake with bow spray, whitecaps and wind streaks, storm and swell presets, editor gizmos, three demo scenes, and a full manual: https://ocean3d.itch.io/ocean3d
Development note: built with AI assistance (Claude) under continuous human design, testing, and review; extracted from a shipped game. Code only; the demo scene contains no AI-generated art.
Changelog for version v 0.1.0
No changelog provided for this version.