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Old 01-29-07, 03:51 AM   #1
goldorak
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This is all very exciting, but what timescale are we talking about ?
This reminds me a lot of orbiter, the only other professional grade freeware simulation, available on the net.
And it took 7 years of programming and refinement (one man coded the kernel of the simulation, physics, audio, graphics) plus tens and tens of third party developers, artists went ahead with add-ons ranging from realistic historical add-ons to purely sicence fiction add-ons.
And even now, orbiter has a lot of idiosyncrasies which make it only able to run in windows platform.
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Old 01-29-07, 03:57 AM   #2
Dr.Sid
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Quote:
Originally Posted by goldorak
This is all very exciting, but what timescale are we talking about ?
This reminds me a lot of orbiter, the only other professional grade freeware simulation, available on the net.
And it took 7 years of programming and refinement (one man coded the kernel of the simulation, physics, audio, graphics) plus tens and tens of third party developers, artists went ahead with add-ons ranging from realistic historical add-ons to purely sicence fiction add-ons.
And even now, orbiter has a lot of idiosyncrasies which make it only able to run in windows platform.
It pretty depends of quality of people involved and their invested time. I guess phase one is year at max .. I guess less because begining phases tends to be fast .. it's so exciting. We'll know more when we really start.

When I was making IQ3D which had low-level 3d engine, basic physics, AI, lots of artwork, done in some alpha version in half a year or so. And that included inventing many things. It was free-time project as well.
Well tuning it and adding some other neat features took another two years and it never got really finished .. but that's those problematic final phases, I hope community will help both by giving hand and morale support.
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Old 01-29-07, 05:22 AM   #3
Dr.Sid
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I started a yahoogroup. It's called
Community subsim development
at the moment.

Try this link, it could work:
http://games.groups.yahoo.com/group/communitysubsim

Let's continue our discussion here, but especially devellopment related things should be post there from now (and quotations copied).
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Old 01-29-07, 05:31 AM   #4
Nexus7
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DrSid do you think it is doable to adjust your sound propagation tool to fit the DW's model ? (performing comparison tests in game)

If yes I think the utility of such a tool is big, particularly for human vs human games :hmm: ...
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Old 01-29-07, 07:02 AM   #5
Dr.Sid
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Quote:
Originally Posted by Nexus7
DrSid do you think it is doable to adjust your sound propagation tool to fit the DW's model ? (performing comparison tests in game)

If yes I think the utility of such a tool is big, particularly for human vs human games :hmm: ...
Hh .. I don't know how to measure DW sonar. We have no numbers, except quite anonymous signal-noise ratio. It would need complicated navigation patterns with set of readings to get similar maps from DW. We can't fit DW model well because we don't know DW model. We just have some experience with, but way too little to know what and how it simulates.

Anyway I'll try to fit the model to DW so it gives more or less similar data, but that's just because DW is best sonar simulation I have.
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