This idea might supplement the course already released on game engine physics.
This section would cover a little on vectors, linear algebra, and how to make things float in an ocean created in Unity from scratch.
Example outline:
- How to make objects float in a body of water
-Rigid bodies (rigidbody.addforce)
-Vector3 force - Make objects drag (only the underwater parts of the object)
-Box colliders - knowing where the edges are and the underwater center - Account for the surface area of the objects
-Skinny objects float to the surface quicker than long, flat objects
- Raycasting - Do all of the above on rolling waves
-Create waves that don’t take a ridiculous amount of processing - Implement a feature for moving an object (like a boat) through these waves and other objects
- Maybe even character swimming underwater?