So, I'm trying to calculate the area of the part of a boat submerged in water (2D)
Is there any easy way to do this using Area2D or CollisionShapes(any methods)? Or do I have to write my own algorithm?
I'm quite new to game development and Godot, so any help is appreciated.
So, what I'm trying to do is calculate the buoyant force on a 2d ship in water. It's sort of an endless runner, and the water is a tilemap that's generated as you move. The ship is a just a sprite at the moment, and I have a rudimentary buoyancy effect working using the height of the sprite in water, but as it rotates it changes.
I considered using the rigidbody node at first, but I couldn't figure out the right balance, and I didn't know how to change speed upon hitting water.
So, what I want is a foolproof method to calculate buoyant force, no matter what changes I make elsewhere in the code.