nananananananana BOAT MATH! Surface-based shipbuilding game "tech demo?"

Published January 21, 2017
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This is a project I started in Unreal Engine 4 a while back, got fed up with, dropped for a few months, and finally came back to. The project began in a Discord channel of a role-playing group for a game called From the Depths. FtD had some good ideas, but it's clunky, unrealistic, and not very well balanced. Our group in particular found it unsuitable for the early 20th-century-style naval battles we wanted to simulate. This is my attempt to do better. Needless to say this is pre-pre-pre-alpha footage and there's a lot to be done before it's ready for public consumption, but I'm quite proud of what I have so far.

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The major difference of this game versus every other 3D ship construction game I can think of is that it scraps the voxel system for what I'm calling a "surface" system, because it works by placing flat surfaces whose endpoints are on a grid. This has a few advantages that made it ideal for the kind of game I want to make:


  • Less performance drop with large constructions (a few large plates vs. thousands of small blocks in a voxel system)
  • More room for player creativity as you're not limited to a finite palette of blocks
  • Lends itself to realistic physics and damage models

Also, since the video went up I improved the texture mapping on the meshes and added a preview of the surface you're currently placing to the UI:
ScreenShot00008.png
ScreenShot00009.png

Here are some references I used for the math:
Per-triangle buoyancy that doesn't rely on knowing the volume
Equations to generate realistic waves
Implementation of the above in an Unreal Engine 4 shader

3 likes 4 comments

Comments

Navyman

Very interesting title. :)

Where do you see this becoming a game?

Is it giving players objectives like here is some material make it float?

January 23, 2017 06:32 PM
nerdboy64

The intent is to make a realistic naval strategy game with player-designed ships. It's what the game I mentioned in the OP, From the Depths, was trying to do but rather missed the mark in my opinion. Players would design classes of ship in creative mode and build instances of them using actual time and resources. Strategic gameplay would take place on a 2D world map, but when two fleets meet, they are taken to a full 3D physics environment to settle their differences.

January 23, 2017 06:46 PM
Navyman

Interesting idea.

actual time and resources

Will the time be compressed?

January 24, 2017 04:35 AM
nerdboy64

There will be options to accelerate time in strategic view. Not sure about the battle mode, depends on whether or not it causes the physics to totally freak out.

January 24, 2017 09:03 AM
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