I like this idea, as it is a more generic approach and could work for steeper
shorelines (like those around KSFO).  Smaller layers could then be used to
simulate the effects of waves as well, and based on the camera's distance to
these layers, we could then play the sounds for wave.

Water surface should be handled differently than land right from the
beginning.  Right now, any plane could land on the water as if the water is a
giant runway.  By having the water as a separated mesh, we could finally
simulate the plane-water interaction properly.  I feel that this method would
move us into the right direction.

And since one of the major selling points of "Flight Simulator X" will
be, at least according to the screenshots and trailers, the more
realistic depiction of water in all its pixel shader-rendered glory,
it would be great if the water in FG would also be a little more than
just the big blue parking lot it is right now. :-)

Martin D.


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