I have a sea that uses moving vertices to create a wave effect. I have a ship that moves around in the ocean but not 'over' the waves. I have looked at using basic collision detection (already implemented on the ship) but think it will be too cpu consuming when there are 40+ ships. Do they need collision detection when they are always 'in' the sea anyway?
I was thinking a simple query using x,z of the ship to query the sea mesh so it returns the Y value of the triangle at that coord would work but I have no idea on any theory of how to do this. Can anybody help? Would using something based on the triangle selection work?
Thanks for any help