Gaming Creating an ocean exploration simulator

Ok, I've rebased my local buoyancy branch onto the current develop, so I pull in the .gitignore change. Not sure if that's how your supposed to do it, but it works.
 
Can you also export the file directly as RAW? Just for preventing any Gimp modification of the terrain data.

Not without writing the export code myself. This is what Octave supports:

Code:
*Supported Formats*
Extension              Format
--------------------------------------------------------------------
bmp                    Windows Bitmap
gif                    Graphics Interchange Format
jpg and jpeg           Joint Photographic Experts Group
pbm                    Portable Bitmap
pcx
pgm                    Portable Graymap
png                    Portable Network Graphics
pnm                    Portable Anymap
ppm                    Portable Pixmap
ras                    Sun Raster
tif and tiff           Tagged Image File Format
xwd                    X11 Dump

Plus I've found somewhere that Unity requires the heightmap to be sized 2^N+1 x 2^N+1, so you may need to go through GIMP to rescale anyway...
 
Added some basic buoyancy, UI and movement controls to Loru's sub.

Buoyancy is only simulated for the hull (red line) and two ballast tanks (green) at the moment
8XdXc8Y.png
 
Not without writing the export code myself. This is what Octave supports:

Plus I've found somewhere that Unity requires the heightmap to be sized 2^N+1 x 2^N+1, so you may need to go through GIMP to rescale anyway...

OK, I will take a second look at this then... Maybe I can implement your code in a C# tool and let it create the standard heighmaps automatically.
 
I've tidied up the Assets directory by moving the TestScene into /Scenes and the New Terrain into /Terrains Try and put things in folders, so the root of Assets doesn't end up a total mess.
 
I've tidied up the Assets directory by moving the TestScene into /Scenes and the New Terrain into /Terrains Try and put things in folders, so the root of Assets doesn't end up a total mess.

Good idea... I just messed around a lot without thinking about structuring things.
 
If you two are working in TestScene right now, just a quick note, I now have a couple of basic bounding boxes for the DSR-1 setup in the yolo scene. BTW Urwumpe, whatever you did on the last commit fixed the missing textures on the DSR-1 as well.
 
I'm working on a local branch, with a scene called Phys_Test, so there's no way I'm stepping on anyone's toes. Also through RigidBodies and FixedJoints I can now do things which aren't even. Basically anything that can be reasonably approximated as a collection of spheres can be pretty realistically simulated. On the surface at least. Still need to do the density increase as you go down, so stuff just sinks straight to the bottom if it sinks at all.
 
Not sure if that's how your supposed to do it, but it works.

Isn't that what coding is all about? :P

I wish you luck guys. I've been watching the Abyss this evening to commemorate the most heels-over-head project start I've ever seen, and it would certainly be cool to play around with this one day! :cheers:
 
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The repository is probably going to be a hellish mess by the time we're finished. Also does anyone have any solid info on how ocean density changes with depth?

---------- Post added at 02:08 ---------- Previous post was at 01:34 ----------

Ok, based on this: http://www.windows2universe.org/earth/Water/density.html I've put in a linear approximation down to 1km, then constant from down there. Its really sensitive to slight changes in mass, but that should settle a bit once I get drag in. More work tomorrow.
 
Ok, based on this: http://www.windows2universe.org/earth/Water/density.html I've put in a linear approximation down to 1km, then constant from down there. Its really sensitive to slight changes in mass, but that should settle a bit once I get drag in. More work tomorrow.

Sounds good, I gotta hit the hay too :goodnight:

The last thing I got done was a C# script that should allow the camera to rotate with the user right clicking and dragging, and zoom with mousewheel scroll. But its still not done yet

I would suggest that we all do a quick checkin tommorow so that we can figure out where everything is at in our separate branches of work.
 
OK, I will take a second look at this then... Maybe I can implement your code in a C# tool and let it create the standard heighmaps automatically.

Maybe not needed.

I will implement exporting RAW tonight and send you to test.
 
I have installed unity and it is quite a learning curve,also noticed that in the build option it says you need windows 8 or greater to build. Is that a concern to win 7 users?
 
I have installed unity and it is quite a learning curve,also noticed that in the build option it says you need windows 8 or greater to build. Is that a concern to win 7 users?

I am still using Windows 7 on my dev notebook... no such problems.

Are you sure you are not mistaking it for Windows Phone 8?

BTW, if we are into wishes for submarines... I want a Deepsea Challenger. :rofl:

Or that one?

http://tritonsubs.com/wp-content/uploads/2012/03/Triton-36000-3-Brochure-1.1.pdf
 
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sorry I was looking at windows store,should have noticed the standalone option.
 
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