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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Weps
![]() Join Date: Nov 2012
Location: Canada
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Time compression physics based is now working using the HUD to about 3-5x which is about as much as we'll get wthout custom code.
The sky can still be compressed as fast as you want, not that it has any affect except for date change at this point.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#92 |
Weps
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Got a basic fake-wake system setup until my ocean programmer creates real wakes.
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() |
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#93 |
Weps
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Caustics are back, I found a huge bug, somehow my skylight got set to NEGATIVE intensity. So weird.
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#94 |
Weps
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4.12 has been released with BEAUTIFUL rendering improvments that make this look AAA quality.
Getting the tang setup today and then will show some beauty shots, in the menatime a teaser the engine jsut randomly captured... ![]()
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#95 |
Weps
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Why whats lurking off midway island?
![]() My, shes the experiental Tang class! ![]() This is classified to SubSim members only! Silent service, shh! ![]() Shes got shark fins, what could they be?
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() Last edited by nsomnia; 06-07-16 at 12:46 PM. |
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#96 |
Weps
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One more for the day
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#97 |
Planesman
![]() Join Date: May 2005
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Looks nice, great work so far!
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#98 |
Weps
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Little preview of the seafloor grass/rocks etc. setup.
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#99 |
Planesman
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Amazing!
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#100 |
Weps
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It needs some tweaking, just wanted to see how procedural foialge and auto landscape (Based on terrain angles) would perform with the ocean in its current state.
Not well. Luckilly it can be VERY optomized and is only needed in port towns, so ports may run a little slower on older computers but open ocean im still aiming for super high FPS.
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#101 |
Bilge Rat
![]() Join Date: May 2012
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Had to type and let you know that i've been following your updates with great interest mate. It looks like it's coming along nicely and i see great potential in it. Hope you can keep the motivation up. Good luck!
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#102 | |
Weps
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![]() Quote:
Got a procedural seafloor setup coded up that uses the FastNoise library to generate chunks of seafloor around the currently active ship. Should help with performance as well as marking a HUGE checkmark on the "stuff thats gonna be hard to do checklist"
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Current Project [ Operation Trident (Working Title: Project RedWater) ColdWar Subsim] :: Development Log w/ Dwnloads ![]() Last edited by nsomnia; 06-10-16 at 10:11 PM. |
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#103 |
Weps
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Redoing the GUI to be nice and clean and modern, and example, an error message dialog box.
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#104 |
Weps
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Temporary sketch for the splash screen when openig up the game before the fullscreen intro/main menu starts up.
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#105 |
Weps
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Taking all of the logic up to v0.11 and for the 0.12 playable demo getting a nice port level where you get to jump aboard your boat and learn to drive... or something like that.
Testing out the spawner for the players active command. ![]()
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