Wilful Posted January 23, 2015 Posted January 23, 2015 Kudos for an amazing project. I'm keeping my fingers crossed for this game. One of my collegues from mmorpg.pl suggested you should see this water simulation: https://www.youtube.com/watch?v=9Y-J1nyP9Y0 I think it would be awesome to see something similar implemented as the storm mechanics, any thoughts or comments? 2
meatpukk Posted January 23, 2015 Posted January 23, 2015 this is an eeeeeeeexxtreeeeemely heavy simulation. So using that in game I dont think is viable. but its a really good reference to how ships should move in the water.
Flip Posted January 23, 2015 Posted January 23, 2015 yea... I heard the word 20,000 sensors and went nopeeeeeeeeee.
Flurgh Posted January 23, 2015 Posted January 23, 2015 Yeahhh, I'm not quite sure how this would work in a game like this.
PegasusUK Posted January 23, 2015 Posted January 23, 2015 Well even the rough seas model Game Labs are using is still impressive.
Galileus Posted January 23, 2015 Posted January 23, 2015 There is a huge difference between "real-time" and "video game real-time"
SYN_Bloody-Bandy Posted January 23, 2015 Posted January 23, 2015 Thank you OP for posting, very interesting. While the video showed the "state of the art" and what could be done, there is likely no reason that the full-on simulation with 20,000 sensors needs to be implemented in Naval Action, or any game in fact, to get better ocean environment. First off, that is a larger ship in the video than appears in Naval Action, so I'm sure the number sensors would be reduced by perhaps half for that reason alone. And just guessing that the particle/wave physics can be scaled-back for in-game performance of our hardware as well. It wouldn't be an all or nothing situation as some of you critics portray. The video was meant to WOW people, much like concept cars at autoshows where the reality of production 'style' is slightly less, but more pragmatic .
Haddock Posted January 23, 2015 Posted January 23, 2015 Wow what was a great video. I wouldent mind that kind of simulation, then the actual sailing from A to B will be very intresting.But I can also understand that this kind of realism will be little too much for the game and many gamers unfortunately
SchurkjeBoefje Posted January 23, 2015 Posted January 23, 2015 It's an amazing simulation, though. Exciting times ahead for us gamers. If only we manage to stay alive for a few more decades! 1
spadde Posted January 23, 2015 Posted January 23, 2015 Kudos for an amazing project. I'm keeping my fingers crossed for this game. One of my collegues from mmorpg.pl suggested you should see this water simulation: https://www.youtube.com/watch?v=9Y-J1nyP9Y0 I think it would be awesome to see something similar implemented as the storm mechanics, any thoughts or comments? Imagine playing a trafalgar in that last storm
Crankey Posted January 23, 2015 Posted January 23, 2015 Great video and marketing advert for the company. As mentioned above though, we have little (By comparison) gaming machines not a mainframe designed to aid in the design of a ships hull, or test real sailing characteristics. One day though ^^
Galileus Posted January 23, 2015 Posted January 23, 2015 Thank you OP for posting, very interesting. While the video showed the "state of the art" and what could be done, there is likely no reason that the full-on simulation with 20,000 sensors needs to be implemented in Naval Action, or any game in fact, to get better ocean environment. First off, that is a larger ship in the video than appears in Naval Action, so I'm sure the number sensors would be reduced by perhaps half for that reason alone. And just guessing that the particle/wave physics can be scaled-back for in-game performance of our hardware as well. It wouldn't be an all or nothing situation as some of you critics portray. The video was meant to WOW people, much like concept cars at autoshows where the reality of production 'style' is slightly less, but more pragmatic . Ehhh, it really doesn't work like that. First off, I don't think these guys give out their code like fresh burgers. And mind you, you still gotta pay for fresh burgers. Second point, it's not like you flip a switch and hey! It's still a good sim and works now for game devs! Nope, you decrease iterations too much, the whole thing collapses. There are dozen of simulation and raytracing techniques that default to 32 iterations and you don't see them plopped like that into a game with the slider moved down to 4x or 2x. Because they stop working, the result is so bad looking and wonky, it's not worth showing in a 1998' game, not to mention STILL tanks the FPS. And finally, third point. Lower the amount of sensors and particles by half. You end up with FIVE TIMES the simulation intensity, and this is with just 10 ships far away from each other. Yeaaaah... 1
Megiddo Posted January 23, 2015 Posted January 23, 2015 While that simulation was fantastic and something like this will come our way in a few years (just look at games now compared to 20 years ago)... we have some very good mechanics already. Our storm fights are amazing (but dang if I don't spend too much time shooting fish!).
Aragorn Posted January 23, 2015 Posted January 23, 2015 the simulation was good. the storm mechanic that are already implemented into the game are pretty amazing..though in my little ship i spend most of my time sniping bigger ships and watching their cannon shots sail overhead!! : P
Dimitri3p0 Posted January 23, 2015 Posted January 23, 2015 Great technology, would love to see that implemented in a game although it seems pretty demanding. The water in naval action is pretty excellent, but after sailing somewhere around 20,000 nautical miles IRL it can be pretty hard not to nitpick.
Juliette LaCroix Posted January 24, 2015 Posted January 24, 2015 Ehhh, it really doesn't work like that. First off, I don't think these guys give out their code like fresh burgers. And mind you, you still gotta pay for fresh burgers. Second point, it's not like you flip a switch and hey! It's still a good sim and works now for game devs! Nope, you decrease iterations too much, the whole thing collapses. There are dozen of simulation and raytracing techniques that default to 32 iterations and you don't see them plopped like that into a game with the slider moved down to 4x or 2x. Because they stop working, the result is so bad looking and wonky, it's not worth showing in a 1998' game, not to mention STILL tanks the FPS. And finally, third point. Lower the amount of sensors and particles by half. You end up with FIVE TIMES the simulation intensity, and this is with just 10 ships far away from each other. Yeaaaah... To maybe add a more comprehendible example for all the non IT non math non physics folks. Think if a way to simulate a circle with n steps. Put n to 3 and you will get triangle, not very circle like, is it? Now expand the conept to a set of point constantly in motion. The more precision you put in the calculation heavy it gets. Exponentially. And its not like you move the slider to the middle you get half ugly half precise. You ll get most likely a 3/4 ugly 1/4 precise goo for an ocean. 1
Galileus Posted January 24, 2015 Posted January 24, 2015 Now I want a goo ocean mode. Can we have it? Please? Pwetty please? CoD guys have zombie modes in their zombie modes, why can't we get a goo ocean? :<
SweatyPenguin Posted January 24, 2015 Posted January 24, 2015 After playing this I had to comfort my GPU for 5 minutes and promise I will never try to run anything like this.
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