I’m helping some friends who are working on a project to visualise a whole whack of GIS data in Unity (Unity3D.com) game engine. It looks like we’ll end up working on a GIS -> Unity workflow for generating terrains from DEMs and texture maps from orthophotos. To top it off they’ve already got a landcover classification app running that takes landcover raster classes and creates 3D objects (grass, trees, water) in the model. (Don’t worry, I won’t tease you by mentioning their voxel based subsurface soil model interaction). It’s still early but really encouraging so far.
Video no longer available on YouTube: Water flowing in Unity 5
Next up is to simulate water flow in the environment and it was slim pickings for options for doing this. Then they found the Unity asset called Surface Waves (US$80) – it does the water flow work we wanted but much more. I just posted a really short test video to see how it worked – with both an auto generated water source and a manual placement water source, like a paint brush, that allows you to see how things will flow. It is amazingly performant on a notebook.
Be sure to check out Surface Waves’ demo video – it frees you from trying to emulate the look of water movement through shader trickery to actually simulating water flow over and around objects. Things that used to take a sophisticated GIS quite a while to compute actually, the last time I tried anyway 🙂
Play video: Surface Waves Demonstration
More to come as we play around with it, but I put it out there in case other spatially oriented folks might be interested as well in the GIS -> Unity workflow challenges being worked through. If so, I’ll do more video highlighting the work that’s underway.