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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Ace of the Deep
![]() Join Date: Sep 2002
Location: Oregon
Posts: 1,012
Downloads: 102
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#32 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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#33 | |
Planesman
![]() Join Date: Jan 2008
Location: Maryland, USA
Posts: 185
Downloads: 119
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#34 | |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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The 3D world is like a mobile stage that's rendered in the "bubble radius." The game only handles the rest of the world via very simple numerical methods until they get into the bubble and then they are simulated in much more detail. Now the only thing really harder about tracking units outside the bubble is a few extra sines and cosines thrown in to step the statistical simulation and some special nav tools for plotting compound curved lines when greater than X distance when traveling great circle routes. Any programmer worth his salt would devise such a system inside of two weeks. |
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#35 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
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It's been a while since I read it, but it is in there. I'm sure someone could do the same with SH4. |
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#36 |
Gunner
![]() Join Date: Jul 2005
Location: Pittsburgh
Posts: 93
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The SH4 world is flat....and tilted to the left too.
(My monitor stand is warped on that side.)
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Ah......I remember when I was young and dumb.........now I'm just dumb. |
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#37 | |
Commodore
![]() Join Date: Jul 2008
Posts: 611
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