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Old 01-14-16, 11:28 AM   #6
nsomnia
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Join Date: Nov 2012
Location: Canada
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You got it. When it comes to ocean simulation thats one of the hardest things to code/blueprint/fake/whatever.

Unreal engine has the amazing community ocean project but progress has stagnated due to winter (were all Canadians) (ok that one was a joke) health, and hobby projects taking off for plugins developers. Its plug and play near AAA quality but to expand upon "boats in water" to say having weather systems, and flooding wakes etc. you neeed to extend the code yourself.

Unity has a really damn good community ocean project but its stagnented even worse, that said its really good too and I'd argue somenoe learning to code or with a little coding experiance could extend it easier, albiet maybe more limited with intense hardcore things but thats not a worry at the start.

Unity also has Triton Ocean which has wakes prop wash weather settings etc. out of the box, but its 500$ and only steps up from the community projects are you dont have to code wakes (one of the harder parts) and weather (just try forcasting let alone simulating)

If anyone wants to work together possibly in Unreal add me on Skype 'blendertek' ill be back to work on Redwater at the end of the month.

Edit: And theres the Nvidia Gameworks fork of Unreal with Waveworks in it which you need to compile yourself but is dead easy to do. Another option on Unreals end but much more complicated.
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