I thought you only worked on this on the weekends? You're making some nice progress. Can't wait to see that submersible in operation.
I got a little obsessed lol, I better get back to work on my day job as web developer before i lose it lol.
I also fixed the ball physics, working perfectly now, it is a rather complicated system of mirroring.
I will upload a video soon of on-board ship physics working properly soon when i get some more done to show.
https://www.youtube.com/watch?v=R8oLbNWCfW8&t=2sOh I forgot to post that last update, I decided that I am going to take it a step further and have simulated physics inside the moving ship, objects that react to ships movements. Bottles and dishes that slide around, pictures on walls that move according to the ships pitch and yaw for maximum immersion. These system do take up additional CPU however so I will be implementing a way to turn them off and revert to static objects in the options.
Fixed (On Board Objects Reactive Physics)
https://www.youtube.com/watch?v=KZZoeK36kTI&feature=youtu.beIf you like I can skip texturing and decorations for now and start programming the boat/submersible controllers, I downloaded substance painter because I just cant find any good pbr textures for my needs and substance painter has an amazing library of pbr textures.
I am going to use Gaia for undersea procedural landscapes. First I will have to design a bunch of coral reef prefabs. The terrain you see in the background was made using Gaia which I am pretty intimately familiar with. I can also deploy Terrain Tessellation shaders, however you will need a high end graphics card to run it... it will take this way past AAA quality into next-gen.
The submersible controller will take some time. It will have cockpit and orbiting camera views. You will also be able to look around in the cockpit by holding right mouse button.
I have big plans
later on I will implement a dynamic weather system with day a night cycle which I have already prepped for. Clouds get heavy and dark, ocean waves increase gradually to 3-5x scale depending on distance from land. Particle rain, procedural lighting. FOG and mist off your wave foam. IT WILL BE GLORIOUS.
And lets not forget I need to do particle effects around the ship using your FX buoy's and a particle trail behind the ship. I want the ship to make splashes as it slaps the ocean surface around the edges of the hull, and bubbles under them for below deck ocean view. Lod controlled of course.
Achieving next-gen triple AAA status is a lot of work.... sure was made a lot shorter though by your amazing water system. It is well coded and easy to modify for my needs.