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Old 10-24-15, 10:16 AM   #1
les green01
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Default My Idea Of A Sub Game

Play as Japan,America,UK,And Germany Starting In 39 All The Way to 45 Plan On The Game Engine To Be Torque 3D
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Old 10-24-15, 07:23 PM   #2
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Don't know what Torque 3D is, but sounds good.

If I were building the game, I would make it a US campaign to start, and add other things later. Hard to do everything at once, I think.
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Old 10-27-15, 01:34 PM   #3
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I agree. A USN sim would be a good starting point.
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Old 01-13-16, 10:31 PM   #4
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Torque3D is childs play these days compared to Unity and Unreal (especailyl Unreal).

Just my 2 cents.

By all means write out a full (or a small) game design document I'm always looking for ideas for what people would _love_ to see and what they "dream" of creating.
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Old 01-14-16, 02:25 AM   #5
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Im wondering and dreaming myself for years now about some decent naval game in the style of fleet command. Im aware of what is available on the market and wonder what would be the best engine to produce such a game.
Apart from unity and unreal there isnt much afaik, right?. Especially when it comes to ocean simulation ect.
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Old 01-14-16, 11:28 AM   #6
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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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Old 01-14-16, 01:59 PM   #7
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Decided To Go With The Pacific US AND Japanese US Side S-Class To The Tench Class Japan Will Be 1 Class To 3 Class Subs Check Out Unreal Downloading it Now Might Be A Better Option Than Torque
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Old 01-14-16, 02:23 PM   #8
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Quote:
Originally Posted by les green01 View Post
Decided To Go With The Pacific US AND Japanese US Side S-Class To The Tench Class Japan Will Be 1 Class To 3 Class Subs Check Out Unreal Downloading it Now Might Be A Better Option Than Torque
While at first it may seem similar in a lot of ways there it is ALOT different from say Unity or any other game engine. It allows you to prototype entire games using their in-editor asset system (blueprints). I suggest goign to their youtube channel and watching the beginners blueprinting tutorial and working your way up from there. They have some 275+ odd tutorials donig everything from AI to building tanks procedurally that are usually short (2-10 mins) and to the point. And therses tons of free tutorials out there for learning mroe advanced blueprinting.

Blueprinting works like this Create new blueprint -> choose class (actor (the lowest level it can placed in a scene and hold/do pretty much anything its not specialized and any class can be made from it) ) and then you do something like create an Event BeginPlay node which is little box (node) which will fire an "execution pulse" (aka run the code once when the game starts if that actor is in the level (scene) or when its spawned) which can do anythnig you can dream of. Pretty much anything you can code can be blueprinted. Only very advanced ideas need to be coded and 90% of a game can be blueprinted.

Event Tick is another one you will use, that sends the pulse at the tick rate (once a frame unless overridden).

A player controller is another thing to learn how to use effectively when beginning as well as object oriented programming topics applied to blueprinting such as class hierarchy (create a a pawn class called BP_Ships which holds a 3d model component and the ships name and then you can create children class that inherit everything from that so you might make BP_Submarines which inherits from BP_Ships which holds the ships type from an enum list (Surface, submarine, merchant) and its health and whatever else EVERY submarine might share. You can then create children of children so BP_OhioClass inherits from BP_Submarine which inherits from BP_Ships and then you can go BP_LosAngeles if you really want to go further.

Its a very awesome system. Havn't needed to code anything per say, I only code things for performance boosts or for very advanced stuff or because sometimes coding can be faster.

To learn the C++ api at anytime you can right click on a node say "Float + Float" or "IncrementInt" or "MathExpression" or "GetUpVector" and choose "view native code" and it will open the C++ code you would use inplace of it in visual studio 2015.

Very powerful, the material system and animation setups are made with nodes too.

I'll keep a look out for a posting of your project I'm more interested in donig post WWII and coldwar up to early modern subs since it hasnt been done since janes 688i really and the cold war was never covered at all really. But I'll gladly help on your project if you need it.

The communtiy is also very awesome on the forums and answerhub.
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Old 01-14-16, 02:59 PM   #9
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thanks for your answer i'm sure going need help but ill watch the videos
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Old 01-15-16, 11:20 AM   #10
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Thanks for your detailed reply.
Triton looks nice and is/would be affordable.
I think i should stop dreaming about such crazy projects.
I hope sonalist will come up with something when they finished a new engine.
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Old 01-15-16, 12:04 PM   #11
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Check the screenies in my cold war sub sim 1945-1991 on the 2nd to last page. Thats what we have OPEN SOURCED in unreal engine 4 currently...
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Old 01-15-16, 05:23 PM   #12
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Default Welcome aboard!

Ramba!
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Old 01-16-16, 06:36 AM   #13
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Welcome to SubSim Ramba
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