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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
Join Date: Jan 2002
Location: Freeman Missouri
Posts: 1,784
Downloads: 1405
Uploads: 0
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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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I'll tell you what bravery really is. Bravery is just determination to do a job that you know has to be done. Audie Murphy |
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#2 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() Don't know what Torque 3D is, but sounds good. |
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#3 |
Nub
![]() Join Date: Jun 2011
Posts: 3
Downloads: 243
Uploads: 0
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I agree. A USN sim would be a good starting point.
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#4 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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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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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#5 |
Swabbie
![]() Join Date: May 2015
Posts: 5
Downloads: 6
Uploads: 0
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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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#6 |
Weps
![]() Join Date: Nov 2012
Location: Canada
Posts: 370
Downloads: 44
Uploads: 0
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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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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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