Master Engineering & Neuroscience

Architecture Hydrodynamique Aquatique : Sommation d'Ondes de Gerstner, Déformation EditableMesh & Flottabilité de Coque

By Équipe d'Hydrodynamique et Moteur Physique DopaBrain • 2026-10-01
2048 Coach Gerstner wave trigonometric summation, EditableMesh vertex offsets & fluid calculus Reaction Time Wave crest timing, maritime hydrodynamics & vessel throttle reflex latency Brain Type Test Spatial fluid simulation & multi-probe Archimedean hydrodynamics mental archetype Stress Check Sea storm swell vertigo, pitch/roll capsize panic & wave stability composure

In modern open-world, naval combat, and seafaring exploration games on Roblox, default terrain water often lacks the physical fidelity, custom wave profiles, dynamic currents, and precise buoyant forces necessary for realistic maritime gameplay. Creators seeking cinematic storm swells, interactive boat physics, or stylized sea dynamics require a custom hydrodynamic simulation pipeline.

Creating convincing ocean water in Luau requires balancing mathematical rigor with real-time performance. In this master technical guide, we construct a high-performance Gerstner wave system. We explore analytical wave sum equations, derive surface normal vectors for lighting, deform procedural water geometry using EditableMesh, and calculate distributed Archimedean buoyant forces with metacentric height stabilization.

1. The Limitations of Default Terrain Water in Physics-Driven Gameplay

While Roblox Smooth Terrain water provides basic swimming and floatation, production maritime simulations encounter major constraints:

2. Mathematical Foundations: Gerstner Wave Summation & Normal Derivations

Standard sine waves produce rounded peaks and troughs, whereas real ocean waves exhibit sharp, trochoidal crests and wide valleys. The Gerstner wave formulation accomplishes this by displacing vertices horizontally toward the wave crest:

3. Complete Gerstner Wave & Hull Buoyancy Solver Luau Implementation

The following production-ready Luau module evaluates Gerstner wave elevation at arbitrary world positions and computes multi-probe buoyant forces and restoring torques on floating assemblies:

GerstnerBuoyancySolver.luau (Analytical Waves & Distributed Hydrodynamics)
--!strict
local RunService = game:GetService("RunService")

export type WaveDef = {
    Direction: Vector2,
    Amplitude: number,
    Wavelength: number,
    Speed: number,
    Steepness: number,
}

export type WaterHull = {
    Model: Model,
    RootPart: BasePart,
    ProbeOffsets: { Vector3 },
    SubmergedVolumePerProbe: number,
    WaterDensity: number,
    LinearDamping: number,
    AngularDamping: number,
}

local GerstnerSolver = {}
GerstnerSolver.__index = GerstnerSolver

local GRAVITY = 196.2

function GerstnerSolver.new(waves: { WaveDef })
    local self = setmetatable({}, GerstnerSolver)
    self.Waves = waves
    return self
end

function GerstnerSolver:GetWaveHeightAndNormal(worldPos: Vector3, timeSec: number): (number, Vector3)
    local x = worldPos.X
    local z = worldPos.Z
    local totalY = 0
    local dDx = 0
    local dDz = 0

    for _, wave in ipairs(self.Waves) do
        local dir = wave.Direction.Unit
        local k = (2 * math.pi) / wave.Wavelength
        local omega = math.sqrt(GRAVITY * k)
        local phase = k * (dir.X * x + dir.Y * z) - omega * timeSec

        local cosP = math.cos(phase)
        local sinP = math.sin(phase)

        totalY += wave.Amplitude * cosP
        dDx += -dir.X * (k * wave.Amplitude) * sinP
        dDz += -dir.Y * (k * wave.Amplitude) * sinP
    end

    local normal = Vector3.new(-dDx, 1, -dDz).Unit
    return totalY, normal
end

function GerstnerSolver:ApplyBuoyancy(hull: WaterHull, dt: number, timeSec: number)
    local root = hull.RootPart
    local rootCF = root.CFrame
    local rootVel = root.AssemblyLinearVelocity
    local rootAngVel = root.AssemblyAngularVelocity
    local com = root.AssemblyCenterOfMass

    local totalForce = Vector3.zero
    local totalTorque = Vector3.zero

    for _, offset in ipairs(hull.ProbeOffsets) do
        local probeWorld = rootCF:PointToWorldSpace(offset)
        local waveHeight, waveNormal = self:GetWaveHeightAndNormal(probeWorld, timeSec)
        local depth = waveHeight - probeWorld.Y

        if depth > 0 then
            local displacedVolume = math.min(depth * 1.5, 1.0) * hull.SubmergedVolumePerProbe
            local buoyantMagnitude = displacedVolume * hull.WaterDensity * GRAVITY
            local buoyantForce = Vector3.new(0, buoyantMagnitude, 0)

            local probeVel = rootVel + rootAngVel:Cross(probeWorld - com)
            local dragForce = -probeVel * (hull.LinearDamping * displacedVolume)

            local netProbeForce = buoyantForce + dragForce
            totalForce += netProbeForce

            local leverArm = probeWorld - com
            totalTorque += leverArm:Cross(netProbeForce)
        end
    end

    local angDampingTorque = -rootAngVel * hull.AngularDamping
    totalTorque += angDampingTorque

    root:ApplyAssemblyForce(totalForce)
    root:ApplyAssemblyTorque(totalTorque)
end

return GerstnerSolver

4. EditableMesh Real-Time Wave Vertex Deformation

To render dynamic Gerstner waves that visually match the physical buoyancy evaluation identically:

5. Production Optimization & Multiplayer Replication Architecture

Scaling dynamic water across multiplayer servers demands strict separation of visual and physical computations:

Frequently Asked Questions

Why use Gerstner waves instead of simpler sine wave functions?

Standard sine waves have symmetrical crests and troughs. Real water waves possess sharp, peaked crests and wide, flat troughs. Gerstner waves mathematically displace vertices horizontally toward crests, replicating genuine trochoidal ocean swells and realistic pitch/roll boat kinematics.

How does EditableMesh perform compared to moving thousands of individual Parts?

Moving individual BaseParts incurs immense scene-graph overhead, physics updates, and draw-call penalties. Roblox EditableMesh modifies a single mesh's underlying vertex buffer directly in memory, executing thousands of vertex shifts in a few milliseconds.

How do you prevent floating boats from rolling over and capsizing?

Ensure the center of buoyancy (CB) is positioned such that the metacentric height (GM) remains positive. Placing hull buoyancy probes wider than the center of mass (COM) generates a self-righting restoring torque whenever the vessel tilts.

Does this custom water system sync correctly across different players in multiplayer?

Yes. Because the Gerstner wave formulation is purely deterministic based on wave frequency, amplitude, and time, passing Workspace:GetServerTimeNow() ensures every client calculates identical wave peaks and boat waterlines simultaneously.

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