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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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tjlahr

Beginning Water

1 post in this topic

I'm excited about a game idea I have but I'm new to game development so I feel a little disoriented. I'm hoping somebody can help me with next steps...

I'd like to write a game that gives the player control over a small watercraft in an endless body of water. It doesn't have to be visually realistic and 100% physically accurate. Imagine a toy boat in a cartoon ocean- basically that.

The main problem I'm having is that, as I search around for information, most of articles about water either deal with water simulation (as in enormous particle systems modelling complex fluid dynamics) or water as a visual effect (how to create ripples and stuff like that). I've done enough research to understand that I'd like to fake this as much as I can. Some one on stackexchange talked about using 'force blocks', but I'm not sure what that means.

In terms of experience, I'm a professional web developer and have a ton of JavaScript and Ruby experience. I also work with a handful of smart devs who could help out. But none of us have ever worked in 3D and don't really know where to being modelling this thing. We could build this in HTML5 canvas / JS but I think handling 3D in that environment is going to be tricky. Or, we could grab a game engine like Unity but, at this stage, I don't need a full bells and whistles system.

My goal right now is to build a small piece of moving water and drop simple 3D models in it and have them bob in the waves. Does anybody have advice on:

1) What environment could get us setup with something like this without introducing the overhead of a full-blown "game engine" and
2) Any advice on how to simplify the water / watercraft physics as much as possible so that we can model them with relative ease.

Thanks

T
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I found it pretty easy to start (in Java, with JME3) with a simple sea that was just two sinusoids at angles to each other.

My first floatation was to give my ships four invisible outrigger pontoons that stayed on the surface, and have the ship follow them.
I later moved to having a physically-based one that took the hull model's faces, calculated their centroid's depth, and then the force of the water pressure being exerted through that centroid. It's a good approximation, I'd think, if your hull model is fairly detailed (I used a lower-poly version for this than the one I'd show visually). I never got that one fully under way.
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