![]() Otherwise both would end up separating and that’s bad. Though, the Hull layer won’t be completely independent of the background layer Instead it will just punch its way through the hull layer and expose the bottom to the sea water. It will allow players to drop a heavy object on top of a ship and pierce through the entire ship without cutting the ship in half. Since we want to move the Hull to a different layer than the background (non hull) Right now, the idea is to keep each layer independent of one another, meaning they won’t collide with each other. Though, This multi-layer system won’t necessarily help simplifying collisions, It will however, create the potential for a much better system. Self Collision is something we wanted to include from the start, however it’s quite complicated to do properly While cutting only the Hull would allow the ships to keep their structural integrity and of course, expose the inside to the sea water This isn’t possible right now because it would cut the ship in 2. This means we could destroy only the hull while keeping the background intact It would also allow the creations of new Tools that only interact with a given layer. Using the Hull on a new layer would also allow some types of interactivity that weren’t possible before.įor instance, If the weight of water inside the ship is properly simulated, it could exert stress on the hull leading to structural failure and collapse. It means we could (in theory) properly simulate Water pressure as the inside of this new Hull layer would be empty, (as opposed to the usual ships that use the background “non hull” to fill the space). ![]() Since the hull would be on a different layer, it will be treated as a different entity and it won’t be subject to the same amount of force as the background “non hull” of the ship. ![]() We believe we’ve found an elegant solution to this issue and it is by using a “Multi-Layered” system.Įssentially, it means, most aspects of the creations will be simulated on different layers.įor instance, you could have the Hull of a ship as a different layer than the background “non hull” ![]() However, I'm not quite sure how to do it at the moment.įor quite some time, we’ve been discussing potential ways to improve the game’s collision while remaining simple enough to allow complex designs.įor the sake of simplicity and helping you folks visualize what I mean, I’ve used the software “Algodoo” in order to demonstrate the idea using a similar system. I've also been thinking about creating a "Community edition" where the community can update the game themselves and share some of the revenues. I strongly advice you avoid using this name if you wish to create your own variant. "Sinking Simulator" is a protected US Trademark. I strongly suggest you check it out if you like this kind of games This is effectively what happened with "Floating Sandbox"įloating Sandbox is a different build which was originally based on Sinking Simulator This means, if you're interested to create your own branch with your own features, go for it! You can look up the Source Code on Github Here However, Good news if you are a skilled programmer. Meaning I have no plan to update it beyond what will be coming over in the next couple of days/weeks. There will be a few minor updates to the Legacy edition, primarily bug fixes and Quality of Life things.īut outside of this, this version of the game is not meant to be in active development. I do not expect the Legacy game to be as successful as Sinking Simulator, but I remain hopeful. Turning Sinking Simulator into a paid game helped me tremendously, but it wasn't quite enough to keep the game running. Sinking Simulator: Legacy is meant to help revive Sinking Simulator and possibly spawn more. Notably the material table and ships updated/designed exclusively for this build. This is the old 2013 version with a few minor additions. I'm happy to announce the release of Sinking Simulator: Legacy
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