Tilt a ship on the waves from the water height at its bow, stern and sides
A fleet that bobs up and down together looks like it is on a trampoline, and a ship that only sinks and rises in the middle never tips. Real hulls tilt because the water is at different heights under their ends and sides. This entry shows which points to measure and how to turn their heights into a lift, a nod and a roll.
Why this works
A floating hull simply follows the water under it: higher at one end means nose up, higher at one side means a tilt to the side. Reading the surface at a few points of the hull gives rocking that fits the sea and differs for every ship, with no random numbers.
When not to use it
Wrong for a flat lake, a river or a game seen straight from above, where the tilt can't be seen. It is also too much for far-off ships. There a gentle sine wobble costs nothing and looks fine.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Tilt a ship on the waves from the water height at its bow, stern and sides" (read_entry ship-rolls-and-pitches-from-four-wave-heights-under-its-hull) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP