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


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