Ok, so you are only talking about areas that are marked explicitly as tidal areas in our land use/land cover data base, and then they would be either at full tide or no tide ... that's probably simpler to manage.
The idea was more like a linear transition between the high and low tide patterns. Only having the scenery flip-flop between two states is probably better than nothing at all but not perfect either (e.g., around Mont Saint Michel, the rising water has a horizonal speed of up to 1 m/s, so you can watch its movement easily!). If the low tide pattern is already marked in the land cover database as such, the only problem is calculating the horizontal shapes of the water as it rises (or falls). If the bathymetry is unknown, perhaps the horizontal patterns can be faked by using a 2D cellular automaton. The rules just have to set up so that the water rushes back into the narrower areas (where the water is supposedly deeper) first and when it falls, retreats from those areas last. The CA could be running in FG and occasionally update the sea / mud status of a randomly selected tile that is both close to the water and within the visible range. Martin ------------------------------------------------------- All the advantages of Linux Managed Hosting--Without the Cost and Risk! Fully trained technicians. The highest number of Red Hat certifications in the hosting industry. Fanatical Support. Click to learn more http://sel.as-us.falkag.net/sel?cmd=lnk&kid7521&bid$8729&dat1642 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel