Just a mini-update this time, nothing too major. The biggest change is that in simulation mode the test cube will act as an engine, pushing the boat forward. In addition to this, there are a bunch of small changes made to the editor:
- Machinery will appear in a translucent "preview" mode bef…
After a couple months of getting nothing done, I'm back on the Unreal wagon! This time I'm showing off the beginning of what will be the "machinery" system. Machinery is anything that actively performs a function such as weaponry, boilers, or radar. For now, though, it's just these cubes with an…
In my last post I showed off an extremely early version of a project in which a simple boat could be constructed from triangular surfaces. Since then I've made a lot of progress in all aspects of the game.
New features/improvements include:
- "Design" and "Simulation" modes split into separate levels…
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 wel…
[color=rgb(51,51,51)][font=arial]I recently took a C++ class at community college. As part of the final exam, each student was to create a "sampler project" showcasing what they had learned. I play both World of Tanks and War Thunder, and have watched Girls und Panzer more times than…
The tank is now a real object with some degree of physics. It can be controlled with WASD, and the gun will aim at your mouse. The physics were done using JBullet, a Java port of the Bullet physics l…
I'm not going to give any details yet, but I will explain what's going on in the vide…
If you already …
The combat update is still far from finished, but i…