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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seabed Comber
Join Date: Aug 2005
Location: NorthEast
Posts: 349
Downloads: 99
Uploads: 0
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Hiya Kelly,
Some of us are still around even if not surfacing as often. ![]() Best of luck with this. I'm gonna keep an eye on it.
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#2 |
Sparky
![]() Join Date: Apr 2002
Location: Eugene, OR. USA
Posts: 153
Downloads: 0
Uploads: 0
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Good to hear from you.
Haven't posted in a bit. Figured I'd wait until I had visuals to show beyond the crappy dev art. Been working away on the multiplayer. I tend to get the foundation and framing done before I do anything else...keeps me from building myself into a corner. That said, went down a bit of a rabbit hole after spending too much time looking at UBOAT. I coded a modular submerge/surface operations system with balance tanks, trim tanks, valves, piping (for pressure drop and damage) before I caught myself. This isn't that kind of sim. While I learned a lot about the engine and how to modify some of my approach to how I built the game, I realized I needed to abandon most of that work... On the good news side, had some conversations with devs from a cool open world project on how they modelled the entire world without having to constantly load sections. Very interesting. I'm experimenting with it so that I can make this a big world without losing precision on sub-meter movement scale. Islands to discover... I'm having a lot of fun working on this. It's both satisfying my love for IW (and all the friends I met in that game) and scratching my coding itch. Now if I could just find some artists that would like to contribute.........
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ENIGMA R.I.P. |
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#3 |
Sparky
![]() Join Date: Apr 2002
Location: Eugene, OR. USA
Posts: 153
Downloads: 0
Uploads: 0
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Here's a little "on the ocean" demo - dev and borrowed art, no audio, forgot to turn on the ocean animation, but will give you some hints at what's coming/what I'm trying to accomplish.
https://nyepower.co/wp-content/uploa...QuickVideo.mp4
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#4 |
Sparky
![]() Join Date: Apr 2002
Location: Eugene, OR. USA
Posts: 153
Downloads: 0
Uploads: 0
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A quick update:
Finally got the DTLS encryption working on all systems. A Client running on my local machine, calls the gateway for login into the AUTH server. Auth Server authenticates and sends the passkey to client. Client logs into the world server and enters the lobby to make ship selection and enter the game. Now that this is working properly it's time to add registration (and factions!) functions. ![]() Client login ![]() Gateway Auth and World are just a couple of lines, but all working. On to the next step.
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#5 |
Sparky
![]() Join Date: Apr 2002
Location: Eugene, OR. USA
Posts: 153
Downloads: 0
Uploads: 0
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Registration, Login, Logout all working on the network version
Player Positions are synchronizing properly with the server Good looking ocean working - not doing big waves like Enigma, but not flat like IW either. Have got a good "floating grid" for the player ocean over a "big ocean" algo. Basic terrain working for islands and continental barriers. Right now trying out some pretty clever techniques for having a truly huge world while keeping resolution for the player AND not having 4 million texture files and database entries. A pretty cool idea I've been studying is using a texture for global reference to a regional texture that stores the reference to a 10km Section texture with 9 references to the local heightmap and 15 references to the next nearest outside local heightmaps. The interesting part is only loading max 3 local heighmaps at at time and only displacing and rendering the player floating grid! In case you can't tell, pretty excited about this. First stage is a single reference grid (24 ids) and 9 local grid textures. It's still gives around 4km of visibility and 20km of movement. Hoping to get this working well so I can move out to the next level of references. NOTE: I only need local terrain blocks where there is undersea or above water terrain. This week I've also been implementing the "Room/Station" components for ship and sub configuration. This will let me expand capabilities (ie sim features...) in the future: Engineering & "Steering" done, Bridge partially Deep Six - Iron Woves Revisited Deep Six is and online Naval Combat based game - the spiritual ancestor of Iron Wolves and Enigma
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#6 |
Sparky
![]() Join Date: Apr 2002
Location: Eugene, OR. USA
Posts: 153
Downloads: 0
Uploads: 0
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The Stations are just programming blocks so I can control everything from reload times, damage, operational speeds, etc. by each station and their equipment settings. I have found it easier to assemble a ship this way and it plugs nicely into station specific state machines.
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#7 |
Sparky
![]() Join Date: Apr 2002
Location: Eugene, OR. USA
Posts: 153
Downloads: 0
Uploads: 0
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While this thread is incredibly....quiet. I'm still excited about this game. First, I'm learning a lot, second, while I already appreciated the artists and programmers I worked with, I'm becoming an acolyte of the amazing coding skills of people in this industry. Here's a little something:
![]() The img reference WorldMap is really clever and it works. Here's a peek at world sizes. We're going to start with the 256k reference maps - 2+ weeks to cross at cruising speed for a Type VIIC.
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Tags |
enigma, indie, subsim |
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