Cool stuff, reminds me of “Silent Service” on Amiga
Yes, I know the waves are not perfect yet… Have not been fiddling around with the settings. For now, my philosophy comes to: ‘When the principal is working, continue with the next challenge. Fine tune later’
Therefore, the ships textures are not applied (also because it eats my fps…), ships models are not finished, ocean has to be improved, there is only one gun at the ship, ship turns and accelerates too fast, explosions are not optimal, etc… :roll:
The ships are actually Fletcher Class Destroyers from WW2. They are about 115 meters long (377 ft), so indeed, the waves are BIG!
I will try to make some better waves
@alberto.cartagena → No, there is no homepage for this project.
I gave the ship some more firepower! Five five-inch guns tracking the selected target and firing at it. Different parts of the ship can be targeted. The waves have slightly improved, but still not good enough. Waves also makes it very difficult to aim, so I have to think about automatic corrections for the rolling of the ship.
Buoyancy looks a little jumpy every now and then, but that has to do with the low framerates (caused by my desperately slow computer). I have tested it on another computer and there it ran on about 300 fps
http://youtu.be/O3iXVRLi5H0
That looks great, especially when all the cannons fire at once.
Very cool! I’d recommend playing around with some slight delays between the firing of each cannon though, just like 0.1-0.2 seconds. I think this would give you an even better effect. Especially the impact right now looks like it comes from one cannon because all the explosions trigger at the exact same time.
@erlend_sh → Good idea, will also make the sounds come out better. Maybe I will implement an option of salvo fire (with a slight delay as you proposed) and an option to sequentially fire the cannons (so one after the other).
I also have to implement a less perfect cannon (now they hit exaclty where I want them to hit. I need to give the cannon bearing and elevation some random deviation on the calculated settings. Especially when there are no waves, the accuracy is too perfect
Is it open sourced? You are months ahead of me!
Well, time for a little update again:
[video]http://www.youtube.com/watch?v=wNxswXczFeI&feature=youtu.be[/video]
Unfortunately, no sound included yet in the video (it is in the game, just can’t get it in a video correctly).
Features currently implemented:
- Buoyancy
- Bow waves reacting to speed and wave height
- Colission detection
- Automatic aiming systems for the guns, also accurate in waves
- Auto pilot to keep on course in heavy seas
- Gun blast sounds
- Explosion sounds (when shell hits solid)
- Splash sounds (when shell hits water)
To be improved:
- Gaining and decreasing speed
- Steering speed
- Ocean waves
- Texture of the guns got messed up somehow
- Ships wake
- Models
- And tons of other things…
Wow, this is very impressive. Congratulations !
Wow, nice. The ships already look much more massive with the bow waves. A bit more texturing and normal mapping on the ships and smaller overall waves (?) would already make this look quite amazing but its good to get the base working like that before putting too much in the looks, much more gratifying this way
What is the current status of the project? The last video I saw in youtube was amazing.